Tuesday, August 10, 2010

I have a short update for today while I'm polishing up the next adventure in the Come Hell and High Water series, "Reprisal."

These are some new fortunes to augment the ones in the Skull & Bones supplement.

-Nate

New Fortunes

Blind
Whether it has been from birth or because it is due to an accident, some kind of curse or as a punishment for your crimes, you are blind.
Effects: You suffer the effects of blindness at all times, as detailed in the OGL core rules: -2 penalty to Armor Class, loses Dexterity bonus to AC, moves at half speed, and suffers a -4 penalty to many Strength- and Dexterity-based skill checks. Moreover, all Search and Spot checks automatically fail, unless that character actually enters an area and can feel the surroundings, and all opponents are considered to have total concealment (50%) miss chance.

Dog's Best Friend
This is simply a variation on the Parrot Perch/Monkey Magnet fortune in the Skull & Bones rulebook, but it applies to a canine companion. It is added as a placeholder for those characters who wish to use it as a prerequisite for the Bonded Pet feat.

Eunuch
Some might consider you lucky, being allowed to enter the women's quarters, but you know the price you pay for it: you've had your testicles removed, rendering you impotent. This might have been the result of special selection to serve as a harem guard, or as a punishment because of some crime that you committed. (If it was because of a crime, chances are that you're not actually allowed into the harem.
Effects: You can no longer sire children, but, if you have a trustworthy history, you could be allowed to serve harem guard duty. You have a lovely singing voice, too.

Marked
Among some pirates it is customary to mark those who've stolen from their crewmates by slitting their ears and noses; you suffer from such an ignominious distinction. It is up to you to share the details of what you did to earn such a punishment, but one thing is certain: all who see you recognize that you've committed some kind of offense.
Effects: You suffer a -5 circumstance penalty on all Diplomacy checks made to influence pirates, and on Sway checks; you also suffer a -2 penalty to all other Charisma-related skill checks except Intimidate.

Monday, August 2, 2010

"The Message"

First off, everyone, I must apologize for the delay in posting. For a few months now I've been working on a Pathfinder-compatible nautical rule supplement, and it has taken a good chunk of my time. That is done, now, however, and can be seen on RPGNOW.com and similar website; it's called All Hands On Deck!



With that out of the way, I also have a new adventure.

-Nate


“The Message” is Part 4 of the Come Hell and High Water series of adventures, for use with the Skull & Bones setting for the D20 System, though it can easily be modified for use with more traditional fantasy settings for the Dungeons & Dragons game. It is intended for use with a party of six characters of approximately fourth level, but encounter difficulty can be adjusted for use with more or less powerful parties.

Background
In folktales, good but down-on-their-luck commoners discover treasure troves or other sources of wealth that allow them to overcome diversity and live “happily everafter.” In the case of Mr. Javier Santiago, just the opposite is true. He is a wealthy man and has enjoyed luxury all of his life; when he discovered a lost fortune, however, it has brought him nothing but misfortune and misery.
It all started one day when Mr. Santiago was accompanying his pearling boats out onto the Caribbean Sea from his estate on the island of Tobago. The morning’s production had been slow, with his drivers bringing back only small pearls of little value.
For that reason he decided to move to a new area, territory in which he’d not previously operated. For a while this location seemed to be no more lucrative than the prior one, until one of his divers kicked up to the surface carrying something astonishing.
This wasn’t a pearl, but a statue—a panther carved from pure black onyx, with eyes made of gleaming topaz. Santiago, with great joy, recognized what this discovery implied: they’d located the wreck of a Spanish treasure ship, one loaded with goods pillaged from the new world. He quickly arranged to keep the matter as quiet as possible, finding a fence on his home island who could keep this business secret while processing the loot. What he could not have known was that someone else had long been searching for just that treasure, someone who would stop at nothing to obtain it.
For nearly two centuries Catholic Spanish forces have brought war to the indigenous people of New Spain, attempting to eradicate their old ways and replace them with the civilization and religion of their conquerors. The leaders of this effort are the agents of the Spanish Inquisition, a group of zealots who will not stop until all the people of the world have been led to embrace their true beliefs. Despite their best efforts, however, the surviving Maya have managed to save some of their codices from the fire and some of their treasures from the foundry, concealing them in certain hidden shrines until they can once more be brought to the light. The wreck that Santiago has discovered is one that carried both Inquisitors and evidence that could lead them to one such cache; the loss of this ship was a major blow to the Inquisition’s efforts. As word of the pearl merchant’s discovery begins to spread through the islands of the Caribbean, they move quickly to recover what they lost.

Introduction
This adventure can begin for the PC’s at any time when they are relaxing on an island that lies to the northwest of Tobago. Port Royal in Jamaica works particularly well as a starting point, but other ports of call can be substituted based upon the needs of the Gm for the campaign. It starts when one character happens to notice what seems to be a full bottle of rum floating unobtrusively in the bay. Assuming that someone is interested enough to retrieve it (if only because it might actually contain rum), it can be found to contain a curious message—a scrap from a Mayan codex, one that contains the glyph for the word blood (see Handout 1).
Although this certainly doesn’t contain a lot of information, it should provide clever PC’s with a few options for beginning their investigation.

Event 1—In Port
First of all, anyone who can read Mayan can recognize the glyph for the word blood. In the event that none of the PC’s are familiar with this language, they should be able to find an expert who can assist with the translation. This can be an excellent opportunity for characters to make use of their contacts; alternately, with a DC 18 Knowledge: local or Gather Information check, they can find just such an expert. Should the adventure begin in a port that is less civilized than Port Royal, however, this task could become notably more difficult. Once such a specialist is located, the business of translation could be quick and easy or could require a fair amount of roleplaying, depending upon the tastes of the players. After all, even an academic could decide to attempt some shrewd bargaining if he suspects that their might be a treasure involved.
Additionally, anyone who succeeds at a DC 10 Spot check notices the mark on the bottom of the bottle, the letters CS over GS. Those who then succeed at a DC 20 Knowledge: local check can recognize these as being the mark of the famed rum maker Clinch Stayner, the one he uses for his trademark Gilboan Screech rum. With this in mind, another DC 20 Knowledge: local or Gather Information check reveals that he maintains a base of operations on the island of Barbados.
Finally, should anyone ask the question of from where the bottle might have come, some consideration of the currents in the Caribbean Sea could provide some insight. A DC 15 Profession: seamanship or DC 18 Knowledge: geography check allows characters to recognize that the flow of current in the Caribbean runs from southeast to the northwest; this means that the bottle would likely have come from somewhere near the eastern end of the Spanish Main, Barbadoes, the southern portion of the Windward Islands, or Trinidad and Tabago. (This information may need to be adjusted, again, if the adventure begins in a location other than Port Royal.) Here, too, the PC’s may be able to make use of their contacts if they lack the skills necessary to gain this information, and the finding of said contacts can be as simple or as difficult as the GM desires.



Event 2—The Inn
Since the markings on the bottle are perhaps the most concrete clue that the PC’s possess, this is perhaps the most like first course of action for them. Perhaps unfortunately for them, this option proves more complicated than they might have suspected.
Mr. Stayner, it turns out, has problems of his own. His stock of the widely popular Gilboan Screech has run rather low as of late, and at present he only has enough to cover his regular order from the governor of Tortuga. The trouble is, a notorious pirate by the name of Captain Horne happens to have a taste for the stuff and, having just taken a large haul of booty from a Spanish prize, he is looking to celebrate his success. When he ran into Stayner at a local watering hole and was refused in his desire to purchase some of the rum, he did not take it well.
Note here that, if the GM doesn't have a specific inn in mind to use for this encounter, the Sign of the Boar's Head from a previous blog listing would work well.
When the PC’s arrive, they find that Stayner and his assistants have fled to the upper floor of the inn; Horne and his men are in hot pursuit, battling their way up the stairs. At this point the PC’s have two main options for dealing with the situation, parlay or force. For the prior, a DC 24 Diplomacy check—adjusted, of course, for good roleplaying, at the GM’s discretion—is enough to calm the bewildered pirate captain and persuade him to spare Stayner. On the other hand, a fight here should provide some exciting fisticuffs but not be too tough on the PC’s; they have plenty more combat to face later.
As long as they manage to rescue Stayner one way or another, the master brewer gladly provides them with the following information: outside of the aforementioned governor of Tortuga, the only other person to whom Stayner has sold his Gilboan Screech in that part of the Caribbean is a wealthy pearl merchant from Trinidad, a fellow by the name of Don Javier Santiago.

Event 3—The Pearl Merchant’s Estate
Depending upon the party’s religious and political views, this next aspect of the investigation could prove difficult. Since Trinidad is a territory ruled by the Spanish Crown and loyal to the Catholic Church, those who are neither Spaniards nor Catholics may find their reception to be cool at best and heated at worst. (This may depend, of course, on the specific time period in which the GM chooses to set this adventure.) Should the heroes have had previous run-ins with either of those groups, it may prove necessary for them to don disguises in order to move around on the island.
Once the PC’s arrive on Trinidad, it is an easy task (DC 10 Gather Information check) to find the Santiago estate. Those who are especially skilled might also learn (DC 20 check) that the pearl merchant has been involved in some particularly secretive business of late, leaving early in the morning and returning well after dark. The locals assume that he has found a rich new pearl bed, however, and know nothing of his true discovery.
When they arrive at the estate the PC’s are greeted at the front gate by the family’s servant, Rinaldo. He is skeptical of them as long as he recognizes them as pirates or other disreputable types; as such he asks them their business before telling that his master is not available and sending them on their way. A DC 15 Sense Motive check here allows a character to recognize that the servant is quite ill-at-ease, following which a DC 20 Diplomacy check is enough to help calm him somewhat. Reduce these DC’s by five if the PC’s mention the bottle they discovered and its possible connection to Santiago.
If the PC’s can earn Rinaldo’s trust, he ushers them into the house and then proceeds upstairs to bring down Dona Isabella, Don Santiago’s daughter. She thanks them for bringing her the information they have discovered, then proceeds to tell what she knows of her father’s misadventure:
A fortnight ago, he and his crew discovered the wreck of a Spanish galleon somewhere in nearby waters.
To help keep the matter secret, knowing that others might try to claim its treasures for themselves, he told no one—not even Isabella—of the wreck’s location.
Seven days ago she received a letter stating that Don Santiago had been kidnapped, and that he would not be harmed as long as nobody tried to interfere with the matter.
Since then she has been agonizing over the situation, not wanting to sit idly by but also not wishing to endanger her father. Now, however, she begun to grow desperate, and would be indebted to the PC’s if they would take action to rescue him. The trouble at this point, of course, is figuring out just where to go looking for him.
This is where the scrap of paper in the bottle comes back into play. As long as the PC’s have a map of the waters surrounding Trinidad, they should be able to spot a likely candidate—the area known as Bloody Bay on Tobago. A DC 15 Knowledge: local check can confirm that that island has been engulfed in conflict of late, with native Caribs and settlers from England, Spain, France and Holland all fighting for control; this lack of a ruling authority has made it an almost ideal base of operations for pirates.



Here again, should it become necessary to know more about the rooms in the house, they are labeled as follows.
1. Sitting Room
2. Dining Room
3. Kitchen
4. Pantry
5. Rinaldo’s Room
6. Storage
7. Isabella’s Room
8. Library
9. Javier’s Room

Event 4—Bloody Bay
Should the PC’s decide to pay a visit to this location, the manner in which they approach the bay becomes a very important consideration. While Captain Bartleby has split his forces between guarding their camp and escorting Don Santiago to the dive site, there are plenty of pirates here to cause trouble for the PC’s. Because of this, it is in their best interests to be stealthy as they draw near to here.
The village that serves as Bartleby’s base of operations is one that has been ruined by the conflict that has wracked the island. Some of the buildings are still fairly intact, however; the pirates have supplemented these with shelters built from sailcloth and surplus wood, turning them into crude but serviceable and unobtrusive dwellings. More importantly, as far as the PC’s are concerned, is the fact that pairs of guards are posted at each of the locations marked with an A. Each guard is equipped with a cutlass, short musket and pistol, along with a boatswain’s whistle for signaling comrades.
Should any of the guard teams become suspicious of activity in the area, one moves to investigate while the other hangs back, ready to raise the alarm. Naturally, the PC’s should make Hide and Move Silently checks opposed to the guards’ efforts to Spot and Listen for trouble. Since the development of the situation depends upon any number of strategies that the PC’s might employ, considerable GM adjudication is required here.



1. Guard Posts
Each of these buildings is ruined, but provides a location with a good line of sight from which to watch for intruders. The guards have made themselves comfortable here, making tables and chairs out of crates and barrels and finding entertainment such as cards, dice, etc.

2. Crew Quarters
These buildings have been augmented with sailcloth tents, creating dry places for resting crew members to sleep. Although they vary in general layout, each includes hammocks for a dozen sailors (only half of which are currently occupied), sea chests and a variety of personal effects.

3. Brig
This, the best preserved of all the buildings in the village, has been reinforced with stout timbers and mud brick for use as a brig by the pirates. The door is iron-banded wood and has hardness 5 and 30 hit points, while the walls have hardness 8 and 90 hit points. There are two guards posted out front of here at all times, unless they should be called away to help with trouble in another part of the camp.

4. Captain Bartleby’s Quarters
Though not quite as stoutly rebuilt as the brig, this area is definitely more comfortably furnished.

5. Mizzen
This is where the pirates dump their garbage; it is also where they hide their treasure, in a couple of locked chests. A DC 25 Search check of the area is enough to discover the recently turned soil.

Aftermath
If the PC’s manage to defeat the crew members posted here, they may be able to obtain a good deal of information. So long as the PC’s can Intimidate one or more of the sailors or otherwise persuade them to spill their guts, they can learn the following information.
*Captain Bartleby and the rest of the crew are away at the wreck site, having taken Don Santiago and his pearl divers there each day to continue scour the wreck for treasure.
*The pirate is expected to return with an hour or so.
*When he does, one of the pirates on land is expected to flash him a signal with one of the bull’s-eye lanterns, a combination of three flashes: one long, one short and another long.
*In response, the ship is to signal back with three more flashes: one short, one long and another short.
*The treasures that have been recovered so far are hidden beneath the refuse in the mizzen pit, wrapped in tarred canvas to protect them from being soiled.
This information should be provide to the PC’s through good roleplaying, with each successive detail being a little harder to obtain than the ones before it.
If the PC’s dig up the treasure items, they find quite the haul. Included among this are 5000 doubloons, silver plate with a value of 10,000 pieces of eight, the onyx statue of a panther (1000 poe), and a bag of twenty pearls valued at 2000 poe. Additionally, there is a Mayan codex, largely ruined by seawater but with certain details still legible. As long as the PC’s can again find a translator, they it proves to include the following description:

“From the place of Ix Chel, follow the path of the water serpent. Then descend into the mother’s womb, and make an offering of flesh and _____.”

The missing word, as it were, is the one that Don Santiago managed to rip out of the codex to send his message—blood. Although it is cryptic in nature, those characters who succeed against a DC 20 Knowledge: geography, history or religion check can recognize that “the place of Ix Chel” refers to the island of Cozumel, one of the last bastions of the native Maya and the location of an important shrine to that goddess.
It should also be noted that, if the PC’s stay through the night at Bloody Bay, Captain Bartleby and his crew return from the wreck site. In this case they sail into the harbor, then flash the aforementioned signal with a bull’s-eye lantern. As long as they receive the correct response, they then load the treasure and their prisoners into a shore boat and row ashore; six of the crew members remain aboard the ship in order to guard it. How this situation develops from this point onward depends largely on what sort of surprise the PC’s might have waiting for these cutthroats.
There is another surprise in store for both the PC’s and the pirates, however—the third party in the equation. These are agents of the Spanish Inquisition, and they stop at nothing to acquire the long-lost codex. Provided the PC’s stay for more than one day at Bloody Bay, a team of Inquisitors arrives to investigate the scene. They approach stealthily from the landward side of the village, hoping to sneak in, steal the codex and continue their search for the lost shrine. The Inquisitors are willing to use force, if necessary, but try to avoid a direct confrontation if at all possible.
On the other hand, if the PC’s have already departed by the time that the Inquisitors arrive, they still have business with the pirates who are left behind. Assuming that the PC’s have taken the codex by that time, the Inquisitors still torture the available survivors, learn of the fact that the PC’s have acquired the codex and then go in pursuit. They also bring something of a bargaining chip, as described below.

Event 5—Cozumel
In order to continue the search, they must eventually head to this island just off of the Yucatan Peninsula. Here again they should be careful, as the Inquisition has a group of agents on the island waiting and watching for any (in their minds) objectionable activities. They can be found at a nearby Catholic mission where they preach their faith in an attempt to convert the locals that has so far been unsuccessful. Shortly after the PC’s arrive, the Inquisitors come in search of them; they also bring along a bargaining chip, as explained below.
Provided they have the knowledge or resources to discern the importance of the “place of Ix Chel,” they should know to begin their search at the temple located on the island. “The path of the serpent” refers to a small stream that runs through the area. While doing so, those who look out for signs of passage might notice that a partially overgrown footpath leads from the stream to a nearby cenote (DC 18 Track check to locate). Of course, it is up to the PC’s to figure out the importance of these clues for themselves.
Just to complicate the situation a little more, the natives themselves are wary of visitors and therefore begin to watch the PC’s from the moment that they arrive. These Mayan hunters are quite at home in their native jungle; they try to watch from a distance, waiting to gauge the newcomers’ intentions before confronting them. Once they do force the issue, however, they are quite direct about it; they surround the party with bows drawn, and demand (through an interpreter) to know just what the PC’s are doing on the island. Here again a little Diplomacy or Bluffing (DC 15) can convince them to refrain from violence, at which point, if the PC’s think to mention the Inquisition’s interest in the shrine, they can win the natives’ cooperation.
Provided they believe that the PC’s do not intend to loot the treasures of the shrine (Diplomacy or Bluff checks, as appropriate), the natives are even kind enough to guide them there. This cooperation is not without its own motivation, however; one of the natives slip away into the jungle to alert the local priestess, Cocay, along with all of the other hunters and warriors that he can find.

Event 6—The Cenote
Just what the PC’s find here depends largely upon the events that have transpired so far. While the physical details of the place don’t vary much, the occupants that are here to greet newcomers could be notably different. Should either Bartleby and his pirates or the Inquisitors have succeeded in stealing the codex, the PC’s might find those individuals here trying to gauge the secret of the place’s defenses. On the other hand, even if the PC’s arrive first, they might be caught by those others a little bit later in the encounter.
At first glance this sinkhole seems to be no different from any of the numerous other sinkholes located on the island. Its edges fall away sharply for about sixty feet, dropping down to the surface of brackish water below. Upon closer inspection, however, it becomes apparent that this cenote is anything but normal.



1. Footpath
This path descends from the surrounding ground level to the floor of the cenote; each section of the footpath represents a descent of five feet. While it is not terribly steep, the path is quite narrow.

2.Platform
From here the PC’s can gain a much better view of the situation in the cenote. Those who take a look around the place can automatically notice that an underwater tunnel runs into the wall nearby, and that a broad cage-like structure, made of lashed wood and apparently decorated with skulls and various other bones, hangs against the wall opposite the tunnel entrance. Those who look more closely might be able to discern its purpose, as detailed below.
Characters here should be allowed Spot or Search checks, as appropriate; those who succeed against a DC 15 notice hints of movement in the murky depths of the cenote, while those who beat a DC 20 also discover the secret door built into the wall of the chamber. Closer inspection can reveal that the motion in the water is caused by large, pale eels, and that there is no visible mechanism for the secret door.

3. Cage
Upon casual inspection this structure might seem to be purely decorative, something intended to frighten away potential tomb robbers, or else as part of some grisly ritual of sacrifice. In truth, however, it is a key they’ll need to uncovering the shrine. Those who look closely at the cage (DC 20 Search check) can recognize that it is hooked up to a number of ropes, ones that allow it to be swung out from the wall and lowered into the narrow gap between the platform and the wall opposite it. This is where the codex’s reference to “a sacrifice of flesh and blood” comes into play; if the PC’s throw any kind of living or recently dead animal into the water, the eels that lurk in the depths flock there and begin to devour it. The cage can then be lowered into position so as to block them from reentering the other side of the pool, allowing characters to explore the underwater tunnel unmolested.

4. Tunnel
This tunnel is dark, cold and constricting. It is also fully two hundred feet long from entrance to end, meaning that anyone who enters it had better be prepared to hold one’s breath for a while. (Should the eels not have been restrained, as mentioned above, it becomes even more dangerous to enter.) At the end of it is a mechanism for releasing the hidden door on the platform, as detailed above.

5. Hidden Shrine
Assuming that the PC’s have some source of light when they open the secret door, they are greeted by the distinctive glitter of gold. Contained in this chamber are many treasures that have been saved from the conquest of the Mayan Empire, including a jade mask (functions as a periapt of wisdom +2), an elaborate quetzal-feather headdress (functions as a lesser strand of prayer beads), a scepter carved from bone in the form of a serpent (functions as a metamagic rod of extending) and a finely crafted +2 mighty shortbow. There are also numerous codices and statues that, while of relatively little value as plunder, are priceless for the Mayans who have hidden them here.

Arrivals
Of course, the PC’s are not the only people interested in this area’s treasures. The priestess, the Grand Inquisitor and Captain Bartleby all have an interest in recovering this treasure, and none is the type to give up easily.
Bartleby and his pirates, for their part, lack much sense when it comes to subtlety. If they have not yet been eliminated, they send a couple of canny buccaneers to track the PC’s and then lead in the rest of the group, who come armed to the teeth and looking for a fight. It is possible that they could be bribed, threatened or otherwise coerced into giving up the chase, likely with a good deal of adjudication by the GM.
The priestess and her warriors are much more subtle than this. They lie in wait in the surrounding jungle—their familiar territory, as it were—and then send a couple of warriors to confront the people who have the treasures. While not overtly hostile, they are simply unwilling to give up their cultural relics. Should a fight with them be unavoidable, they fall back into cover and snipe at their enemies; they also send a band of warriors to set fire to any ships docked at the island, ensuring that outlanders will not escape.
Finally there are the Inquisitors. They bring along a bargaining chip, in the form of Dona Isabella. (If the PC’s have any particular loved ones in the area, the GM could add one or more of those characters, as well.) They approach carefully but directly, produce their hostages and then make their demands. Since they are motivated by holy zeal, they are also unwilling to negotiate.
Now, just how each of these groups makes its appearance is up to the GM; the arrivals should be timed to maximize dramatic conflict in this final confrontation. This could be one massive battle centered right on the cenote, or it could develop into an engagement that sprawls across the island. As long as the PC’s can gain some allies or at least play their enemies against each other, they should be able to escape with their hides intact.

Conclusion
If the heroes can defeat the Inquisitors and prevent the shrine from being looted, they win the unyielding support of the Priestess. While she recognizes that she must find a new location for her shrine and treasures, she acknowledges that the PC’s have prevented the lore of her collection from being lost to the Inquisition. As a sign of her gratitude, she asks the PC’s to join her in a sacred ritual that will aid them in their future adventures. Once they are gathered she sits them around a blazing fire, then provides them with a specially brewed concoction to drink. They are then left to sit until they fall asleep, with their dreams providing a glimpse into their spiritual selves. Each PC sees a vision of a particular animal in his or her dream, the totem animal for that character.
In game terms, identifying a character’s totem animal provides a modifier to a particular skill check, saving throw, attack method, etc., as detailed on Appendix 3.

Further Adventures
Even though this particular business is finished, the players involved in it could help to spur numerous further adventures for the PC’s.
*Should Captain Bartleby or any of his crew still be alive, they could easily seek revenge. While this in fairness should not be blamed entirely upon the PC’s, it should be noted that this pirate is not known for his sense of fairness. He might come looking for the PC’s, or could pop up at inconvenient moments during future business.
*The Inquisition, of course, does not take kindly to interference in its mission to bring truth and right belief to the world. They could develop into an ongoing nemesis for the PC’s, as they are not quick to forgive the sins of their enemies.
Considering the ongoing conquest of New Spain, the priestess and her fellow natives could provide any number of adventure hooks. More altruistic PC’s might join them in their battle against the Spanish—particularly if any of the PC’s are natives themselves—while those who are more mercenary could be hired to serve as smugglers or soldiers of fortune.
*Javier Santiago, intrigued by the profits that he might earn from the salvaging of other shipwrecks, decides to make a business enterprise of it; the PC’s top his list of potential employees.
*Finally, Dona Isabella could provide a romantic interest for a PC’s, leading the rest of the party into business involving the upper crust of the New World society. Given the aforementioned conflicts, this could provide for many roleplaying opportunities.

Using this Adventure in a Traditional Fantasy Campaign
If the GM wishes to use this adventure in a setting other than the Caribbean during the Age of Piracy, it can easily be adapted. The main changes to be made involve the two main parties involved in the fight for the codex, the native Maya and the conquering Catholic Spanish. Provided another setting has two such groups, they can readily be substituted.
Due to the magical nature of a high fantasy setting, it could be appropriate to modify at least two of the characters. Both the Grand Inquisitor and the Mayan Priestess could be converted to the standard cleric class, with all of the abilities that that brings. The equipment of many of the characters could also be modified, with at least leather armor for many of them and probably some magical items for the higher-level characters.

Appendix 1—Dramatis Personae

Captain Bartleby
Male Sea Dog 4/Sea Officer 3; CR 7; Size medium; HD 7d0+7; hp 50; Init +3 (+3 Dex); Spd 30 ft.; AC 15 (+3 Dex, +2 buff coat); Atk +8/+3 (1d6+2, cutlass) or +9/+4 (2d4, pistols); SQ Close Quarters +1, Command (morale bonus), Preferred Ship (English ships), Skill Expert +2; AL CN; SV: Fort +6, Ref +8, Will +3; Str 14, Dex 16, Con 12, Int 10, Wis 8, Cha 15.
Background: Sea Devil.
Skills: Appraise +7, Diplomacy +10, Intimidate +10, Knowledge (local) +7, Knowledge (navigation) +7, Knowledge (sea lore) +7, Profession (sailor) +9.
Feats: Crimp, Dodge, Mobility, Point Blank Shot, Precise Shot.
Fortunes: Superstitious.
Equipment: Cutlass, buccaneer knife, pair of pistols, musket, powder horn, apostles, spyglass.

Bartleby is fairly typical of his pirate ilk; he enjoys nothing more than ship-to-ship combat, taking booty and spending it back in port. While his soul is not a noble one by any stretch of the imagination, he does respect others who demonstrate their skills and daring.

Pirates
Various Sea Dog 1; CR 1; Size medium; HD 1d10+2; hp 12; Init +1 (+1 Dex); Spd 30 ft.; AC 12 (+1 Dex, +1 armor); Atk +3 (1d6+2, cutlass) or +2 (2d4, pistol or 2d6, musket); SQ Close Quarters +1; AL CN; SV: Fort +4, Ref +3, Will +1; Str 15, Dex 13, Con 14, Int 10, Wis 12, Cha 8.
Background: Sea Devil.
Skills: Balance +5, Climb +6, Jump +6, Profession: sailor +5, Survival +5, Use Rope +5.
Feats: Cleave, Dodge, Power Attack.
Fortunes: Superstitious.
Equipment: Dueling jacket, cutlass, musket or pistol, powder horn, apostles.

Captain Horne
Male Sea Dog 4/Sea Officer 3; CR 7; Medium-sized; HD 7d10; hp 43; Init +0; Spd 30 ft.; AC 12 (+2 buff coat); Atk +6/+1 (2d6, pistol) or +6/+1 (1d6, buccaneer knife); SQ Close Quarters +1, Command (morale bonus), Preferred Ship (English ships), Skill Expert +2; AL TN; SV: Fort +7, Ref +5, Will +8; Str 10, Dex 10, Con 10, Int 14, Wis 15, Cha 16.
Background: Sea Devil.
Skills: Appraise +12, Knowledge: local +12, Knowledge: navigation +12, Knowledge: sea lore +12, Listen +15, Profession: sailor +13, Spot +15, Survival +8.
Feats: Alertness, Dodge, Endurance, Great Fortitude, Iron Will, Mobility.
Fortunes: Superstitious.
Equipment: Two pistols, buccaneer knife, buff coat, scroll with ship’s articles.

Mr. Clinch Stayner
Expert 13; CR 12; Size medium; HD 13d6+26; hp 74; Init +0; Spd 30 ft.; AC 12 (+2 buff coat); Atk +9/+4 (1d6, belaying pin); SQ None; AL NG; SV: Fort +8, Ref +4, Will +8; Str 11, Dex 10, Con 14, Int 16, Wis 10, Cha 13.
Skills: Appraise +19, Bluff +15, Craft: brewing +22, Diplomacy +17, Gather Information +17, Knowledge: nature +17, Profession: cooper +19, Sense Motive +16, Spot +14, Swim +14.
Feats: Endurance, Great Fortitude, Negotiator, Quick Draw, Skill Focus (Craft: brewing, Craft: cooper).
Fortunes: None.
Equipment: None.

Note: This character first appears in the adventure “For Love of Rum” by T.S. Luikart, featured in Buccaneers & Bokor issue 2. He is a jovial fellow, one who is as fond of consuming his wares with friends as he is of producing them. Stayner is also a shrewd businessman and, more importantly, a master brewer.

Grand Inquisitor
Rogue 7; CR 7; Size medium; HD 7d6; hp 27; Init +2 (+2 Dex); Spd 30 ft.; AC 12 (+2 Dex); Atk +7 (2d4, pistol) or +5 (1d6, rapier); SQ Sneak Attack +4d6, Trapfinding, Evasion, Trap Sense +2, Uncanny Dodge; AL LN; SV: Fort +2, Ref +7, Will +3; Str 10, Dex 14, Con 10, Int 14, Wis 12, Cha 16.
Background: Religious.
Skills: Bluff +6, Decipher Script +5, Diplomacy +6, Disable Device +6, Disguise +5, Gather Information +6, Hide +6, Knowledge (local) +5, Knowledge (religion) +4, Move Silently +6, Search +5.
Feats: Investigator, Iron Will, Point Blank Shot, Skill Emphasis (Knowledge: religion).
Fortunes: None.
Equipment: Rapier, dirk, pistol, powder horn, apostles, Bible.

The Inquisitor is a driven, taciturn man whose only goal is to stamp out heresy and false beliefs in the world. His is a black-and-white sense of morality; anyone who stands in the way of his objectives is in league with the devil and an enemy.

Inquisitors
Rogue 1; CR 1; Size medium; HD 1d6; hp 6; Init +2 (+2 Dex); Spd 30 ft.; AC 12 (+2 Dex); Atk +3 (2d4, pistol) or +2 (1d6+1, rapier); SQ Sneak Attack +1d6, Trapfinding; AL LN; SV: Fort +0, Ref +4, Will +1; Str 13, Dex 15, Con 10, Int 12, Wis 8, Cha 14.
Background: Religious.
Skills: Bluff +6, Decipher Script +5, Diplomacy +6, Disable Device +6, Disguise +5, Gather Information +6, Hide +6, Knowledge (local) +5, Knowledge (religion) +4, Move Silently +6, Search +5.
Feats: Point Blank Shot, Precise Shot.
Fortunes: None.
Equipment: Rapier, dirk, pistol, powder horn, apostles, Bible.

Dona Isabella Santiago
Aristocrat 3; CR 2; Size medium; HD 3d8+3; hp 20; Init +2 (+2 Dex); Spd 30 ft.; AC 12 (+2 Dex); Atk +2 (1d3, unarmed) or +4 (ranged); SQ None; AL LG; SV: Fort +2, Ref +3, Will +2; Str 10, Dex 14, Con 12, Int 13, Wis 8, Cha 15.
Background: Colonist.
Skills: Bluff +8, Diplomacy +11, Gather Information +11, Knowledge: local +7, Knowledge: nobility +7, Profession: merchant +3, Read & Write Carib, English, French, Spanish, Speak Carib, English, French, Spanish.
Feats: Skill Focus (Diplomacy, Gather Information).
Fortunes: None.
Equipment: None.

Isabella, though she is part of the upper crust of the Spanish colonists in the New World, also has something of an adventurous streak. So far in life her exploration has been limited to the realm of books, studying the discoveries that have been made by others, but, if the right opportunity came along, she would happily leave her comfortable life behind her.

Don Javier Santiago
Male Aristocrat 3/Expert 3; CR 5; Size medium; HD 4d8+3d6+6; hp 33; Init -1 (-1 Dex); Spd 30 ft.; AC 9 (-1 Dex); Atk +3 (1d3, unarmed) or +2 (ranged); SQ None; AL LN; SV: Fort +3, Ref +1, Will +5; Str 10, Dex 8, Con 12, Int 14, Wis 13, Cha 15.
Background: Colonist.
Skills: Appraise +13, Diplomacy +13, Gather Information +11, Knowledge: local +11, Knowledge: navigation +11, Knowledge: nobility +11, Read & Write Carib, English, French, Spanish, Sense Motive +12, Speak Carib, English, French, Spanish.
Feats: Diligent, Negotiator.
Fortunes: None.
Equipment: None.

Don Javier is a nervous sort of fellow, one who is meticulous in his business practices and who never stops thinking about his investments. He is also genuinely caring, however, and treats his Carib divers much better than other merchants.

Mayan Warriors
Ranger 1; CR 1; Size medium; HD 1d10+1; hp 11; Init +2 (+2 Dex); Spd 30 ft.; AC 12 (+2 Dex); Atk +3 (1d6, javelin) or +3 (1d6, short bow) or +2 (1d6+1, short spear); SQ Favored Enemy (Spaniards), Wild Empathy; AL CG; SV: Fort +3, Ref +4, Will +2; Str 13, Dex 15, Con 12, Int 10, Wis 14, Cha 8.
Background: Native.
Skills: Climb +5, Heal +6, Hide +6, Listen +6, Move Silently +6, Spot +6, Survival +6, Swim +6.
Feats: Point Blank Shot, Track.
Fortunes: None.
Equipment: Bow and arrows, javelins, short spear, knife.

The Priestess
Ranger 4; CR 4; Size medium; HD 4d10; hp 26; Init +1 (+1 Dex); Spd 30 ft.; AC 11 (+1 Dex); Atk +4 (1d4, knife) or +5 (ranged); SQ Favored Enemy (Spaniards), Wild Empathy, Combat Style (Two-Weapon Fighting), Endurance, Animal Companion; AL CG; SV: Fort +4, Ref +5, Will +6; Str 10, Dex 12, Con 10, Int 10, Wis 16, Cha 16.
Background: Native.
Skills: Handle Animal +10, Heal +12, Hide +8, Knowledge: religion +5, Listen +10, Move Silently +8, Spot +10, Survival +12.
Feats: Point Blank Shot, Track.
Fortunes: Cause, Enemy.
Equipment: Ceremonial dagger.

The Priestess (she is known by no other name) is a woman who has watched her world be destroyed around her. Now she seeks to find and preserve whatever traces of the old ways that she can, but her greatest desire is to one day lead her people to a place where they can live free of governmental and religious oppression.

Appendix—Totem Animals
Following is a list of possible totem animals, along with the bonus that is granted by the charm that the Mayan priestess creates for the character with that totem.

Totem Animal Effect
Ape +2 to Climb checks
Baboon +2 to Climb checks
Badger +2 to Escape Artist checks
Bat +2 to Listen checks
Bear +1 to Fortitude saves
Bison +1 to bull rush attacks
Boar +1 to Fortitude saves
Camel Benefits of Endurance feat
Cat +1 to Reflex saves
Cheetah +5 to Movement rate
Crocodile +2 to Swim checks
Dog +2 to Survival checks
Donkey Benefits of Endurance feat
Eagle +2 to Spot checks
Elephant +2 to bull rush attacks
Fox +2 to Move Silently checks
Hawk +2 to Spot checks
Horse Benefits of Endurance feat
Hyena +1 to trip attacks
Leopard +2 to Jump checks
Lion +2 to Move Silently checks
Lizard +2 to Balance checks
Manta Ray +2 to Swim checks
Monkey +2 to Climb checks
Mule Benefits of Endurance feat
Octopus +2 to Hide checks
Owl +2 to Listen checks
Pony +5 to Movement rate
Porpoise +2 to Swim checks
Rat +1 to Fortitude saves
Raven +2 to Spot checks
Rhinoceros +1 to charge attacks
Shark +2 to Swim checks
Snake
(constrictor) +1 to grapple attacks
Snake (viper) +2 to Fortitude saves vs. poison
Squid +2 to grapple checks
Tiger +2 to Move Silently checks
Toad +2 to Hide checks
Weasel +2 to Hide checks
Whale +2 to Swim checks
Wolf +1 to trip attacks
Wolverine +2 to Climb checks

Sunday, January 24, 2010

The Amazons
In Columbus’ report of his exploration in the New World, he mentions a curious encounter on an island inhabited entirely by warrior women, one where the only men to be found were those that were kept as breeding stock. This story bears an uncanny resemblance to legends from ancient Greece that tell of the Amazons, a society of female warriors whose matriarchal culture left them at odds with the male-dominated Greek world around them. Although many have been quick to dismiss these reports as the fanciful exaggerations of explorers, the truth of the matter is that a tribe of Amazons, descended from those who inspired the legends of Greece, does inhabit the island of Martinique and the unexplored depths of the Brazilian jungle, just beyond the reaches of the “civilized world” around them.

History
Tales of the Amazons from ancient Greece are sketchy at best, and highly skewed by cultural bias in any case. The various authors who have written of the Amazons have disagreed on certain important details, though most of them have managed to pass on at least a kernel of the truth.

The facts of the matter are these. The first culture that could be considered Amazonian arose in the vicinity of what is now known as the Black Sea during the middle of the third millennium BC. Unlike many of the cultures that developed around them at that time, theirs was strongly matriarchal and matrilineal—that is, women held the power in the affairs of government, and property rights were passed on through the female line. Women held all positions of authority, including religious, military and governmental posts. Indeed, men were essentially confined to the home and had little influence outside of domestic affairs.

At first the Amazons were able to live free from conflict with their neighbors; outside of the annual meeting for the purposes of breeding, they had little contact whatsoever with those who lived around them. This all began to change, however, as the more patriarchal Greek tribes began to gain in power. These cultures, who traditionally had gender roles opposite to those of the Amazons, saw their matriarchal culture as a threat to their own social stability and reacted as they saw fit. War soon erupted.

Although the legends that describe this conflict are numerous, the reliable details are difficult to discern. According to the tales, the Greeks struck the first below with an attack led by none other than the famed hero Herakles himself. The stories have it that one of this warrior’s twelve labors was to lead an expedition into Amanzonian territory and to steal the girdle of their queen, Hippolyta. Some versions also maintain that the Athenian hero Theseus took her home as a prisoner, to be his bride.

This attack reportedly led to a reprisal by the Amazons, an attack on Athens that has come to be known as the Amazonomacy (the “Amazon War”). Though they were hard-pressed to do so, the Greeks managed to repel this attack, helped no doubt by the fact that Hippolyta fought alongside her husband throughout the battle. The conflict didn’t end there, though; reports tell that Amazon warriors continued to engage in periodic skirmishes with the Greeks, as evidenced by the fact that one of their number went to battle in support of Troy.

Times of Change
From this period onward, the history of the Amazons is even more poorly chronicled. It is possible, however, to piece together the scanty evidence that does exist.

As described above, it is known that a contingent of Amazons was present during the Trojan War. It is also known that some of the survivors from Troy managed to escape the fall of the city, and fled from there, along with the hero Aeneus, to the city of Carthage. That location, governed as it was by a powerful queen named Dido, would have made an excellent temporary home for the fierce warrior women. It is also known that the people of Carthage were widely respected for the abilities of their seafarers, and were though to have inherited the seafaring traditions of the Phoenicians themselves.

From that point, nearly ten centuries before the birth of Christ, to the current era, information regarding the Amazons and their movements is understandably sparse. The next mention of their presence, as mentioned previously, comes from the letters of Columbus himself. He describes tales told by the natives of encounters with Amazons on the island now known as Martinique. Then there are the reports of Cristobal de Acuna, a Jesuit missionary who encounter an isolated, all-female group in the heart of the Brazilian jungle. Although his reports of the encounter are not very specific in their details, they bear a striking resemblance to the legends that have survived from ancient Greece. Though many doubt their veracity, they are correct; there is a tribe of Amazons that has taken up residence in the area.

Society and Culture
The most striking feature of Amazonian society, at least from a male perspective, is the fact that women hold all of the power, They govern and make the laws, they command the military forces and have complete religious authority. While this might seem unusual to men from the patriarchal systems of the Old World, it is for them a completely natural arrangement. In fact, men are limited in their endeavors to cultivating the small amount of agriculture that the Amazons practice, tending to domesticated animals, and providing labor for pottery, basket weaving and similar crafts.

Religion
The Amazons revere a quartet of goddesses, a tradition that hearkens back to the pantheon in their native Greece; these are Athena, Artemis, Hestia and Demeter, who represent the most important aspects of the Amazons’ struggle for survival. Demeter is the goddess of nature and fertility, the mistress of the fruits of the earth, while Artemis is the patron of animals and the hunt. Hestia is the protector of the home and family, and Athena represents martial skill and the Amazons’ fierce struggle for independence throughout their long history and travels.

Inside each Amazonian village is a temple to this quartet of goddesses, a shrine that contains statues of each and that receives offerings for them when appropriate. For example, offerings are brought to Demeter during planting and the harvest, to Artemis at the beginning of a great hunt or to Athena before going into battle. Each temple is attended by a priestess, selected by her peers and serving for life unless removed from office for some reason. In addition to ministering to the spiritual needs of the community, the priestesses also serve as spiritual advisors to the local rulers. She is assisted by one or more young women who are learning the ways of the priestess.

Military
Although many aspects of the Amazons’ culture have changed with the passage of time and the tribulations that they have faced, one that has consistently remained strong is their militant lifestyle. While they few warriors who are dedicated entirely to preparing for and dealing with conflicts, nearly every woman in the tribe is trained in some manner to defend their home villages. No other civilization in the world is so able to mobilize itself in times of war.

As detailed in the Skull & Bones rulebook, Amazons typically operate in patrols of 8-16 warriors, led by a couple of sergeants and perhaps including a couple of jaguars. Larger settlements may have as many as eight such patrols, along with lieutenants and the queen herself, as well as one or more priestesses. While the officers have fairly general training, the unranked soldiers tend to specialize in hand-to-hand or ranged combat. (Mounted combat, which was once a specialty for which the Amazons were feared, is now unknown but for the rare band that has managed to capture, tame and train horses.)

Organization—The Village
Nearly all of the Amazonian villages are located in Brazil. These consist of houses built of mud brick with thatched roofs, a design that is inspired by the techniques of the surrounding native tribes and that is adapted to locally available materials. The firepit is its central feature, while the pillars that support the roof are strung with hammocks for sleeping and a variety of baskets and jars hang from the pillars overhead. Each such building houses a single family, including an Amazon, her children and any men in the household. Any given village usually has as many as one hundred such huts, all roughly clustered around the central common house.



The common house consists of a circular roof resting on massive wooden pillars hewn from tree trunks. A fire pit in the middle of the common house is used for cooking feasts and is kept burning at all times to provide for the hearth fires of the huts throughout the village. Official business is conducted here, such as trials and judgments and councils of war. It also serves during times of festivity, when tales of the Amazons’ long travels and many battles are told.

Larger villages also boast of a temple, a structure that combines ancient building techniques and local materials. Although they don’t have access to Mediterranean marble, the Amazons use limestone from the nearby mountains to craft the columns, floor, walls and roof of the temple. The temples are usually rather elaborate affairs, incorporating a main sanctuary, an inner sanctum, a room for storage and the priestess’ and assistants’ quarters. The walls of the building are usually decorated with beautiful engravings, ones that tell of the Amazons’ history as well as the tales of their goddesses.

Depending on the particular location and business of each village, there could be a number of other features. These might include a landing for piraguas (canoes), stables for livestock and possibly even horses, storage bins for grain, a smithy or other structures.

In locations closer to civilization, the Amazons tend to keep a much lower profile. For this reason they convert natural caverns into hidden outposts. Although these can vary widely in layout and features, each typical has a separate area for the warriors who have guard duty, a gate that can be sealed against intruders, and a concealed exit in the event that escape should become necessary.

Adventure Hooks
With their long and tumultuous history, as well as their (from some perspectives) unusual culture, the Amazons could act as a springboard for any number of possible adventures.

When a Catholic missionary encounters an Amazon patrol while spreading the Gospel among the native of Brazil, he brings news of their presence back to civilization; the PC’s might be hired to investigate the matter.

Rumors of ancient Greek treasures in the possession of the Amazons could entice those who hope to steal them.
After the colonizing Portuguese have an unpleasant military encounter with the Amazons, war seems imminent; the PC’s could serve on one side of the conflict or the other, or perhaps could even try to keep the peace.

The Amazons, in a surprisingly aggressive move, begin to attack ships to build up their own naval power.

Should the PC’s be captured by the Amazons, there are a number of possible outcomes. Those who possess useful skills—particularly carpenters and surgeons—could be put to work, while those who are especially strong and healthy might be use for breeding.

The current Amazon queen, Thalestris, believes herself to be descended from an ancestor of the same name and Alexander; if this is true, it could have an impact on the political situation in Greece, as she could claim to be an heir to some kind of throne.

Using the Amazons in a Traditional Fantasy Campaign
Should the GM wish to use the Amazons in a more traditional D20 fantasy game, only a small amount of modification is required. While they could easily be converted to any character or even monstrous race or religion, they should maintain some aspect of their culture that runs against the grain of the surrounding societies. This could still be a matriarchal culture, or perhaps some sort of religious tradition that runs contrary to the dogma of those who dwell around them, depending upon the possibilities of the specific campaign setting.

Dramatis Personae

Commander
Fighter 3; CR 3; Size medium; HD 3d10+3; hp 24; Init +1 (+1 Dex); Spd 30 ft.; AC 17 (+4 armor, +2 shield, +1 Dex); Atk +5 (1d8+2, longsword) or +X (damage, type); AL LN; SV: Fort +4, Ref +2, Will +1; Str 15, Dex 13, Con 12, Int 13, Wis 11, Cha 16.
Background: Amazon.
Skills: Craft: weaponsmith +2, Climb +8. Intimidate +12, Jump +8, Knowledge: history +2, Swim +8.
Feats: Cleave, Power Attack, Quick Draw, Skill Focus (Intimidate), Weapon Focus (longspear).
Fortunes: None.
Equipment: Chain shirt, buckler, longspear, quiver of six shortspears, longsword.

Elite Archer
Fighter 1; CR 1; Size medium; HD 1d10+1; hp 11; Init +3 (+3 Dex); Spd 30 ft.; AC 17 (+4 chain shirt, +3 Dex); Atk +4 (1d8, longbow) or +2 (1d8+2, longsword); AL LN; SV: Fort +3, Ref +3, Will +0; Str 15, Dex 16, Con 12, Int 13, Wis 11, Cha 13.
Background: Amazon.
Skills: Craft: bowyer +2, Handle Animal +1, Hide +7, Knowledge: history +2, Move Silently +7.
Feats: Point Blank Shot, Rapid Shot, Stealthy.
Fortunes: None.
Equipment: Chain shirt, longsword, composite longbow, quiver of 20 arrows.

Elite Infantry
Fighter 1; CR 1; Size medium; HD 1d10+1; hp 11; Init +2 (+2 Dex); Spd 30 ft.; AC 18 (+4 armor, +2 Dex, +2 shield); Atk +5 (1d8+3, longspear) or +3 (1d8, shortspear); AL LN; SV: Fort +3, Ref +2, Will +0; Str 16, Dex 15, Con 12, Int 13, Wis 11, Cha 13.
Background: Amazon.
Skills: Climb +7, Craft: weaponsmith +2, Jump +7, Knowledge: history +2, Swim +7.
Feats: Cleave, Power Attack, Weapon Focus (longspear).
Fortunes: None.
Equipment: Chain shirt, small steel shield, lonspear, quiver of six shortspears, longsword.

Priestess*
Cleric 3; CR 3; Size medium; HD 3d8; hp X; Init +0 (+0 Dex); Spd 30 ft.; AC 16 (+4 armor, +2 shield); Atk +3 (1d8+2, longsword) or +2 (1d8, longbow); SQ Cleric abilities; AL LN; SV: Fort +4, Ref +1, Will +6; Str 13, Dex 11, Con 12, Int 15, Wis 16, Cha 12.
Background: Amazon.
Skills: Concentration +7, Craft: armor +4, Diplomacy +7, Heal +9, Knowledge: history +4, Knowledge: religion +8, Survival +9.
Feats: Combat Casting, Track.
Fortunes: None.
Domains: Protection and War.
Equipment: Chain shirt, small steel shield, longsword, longbow, quiver of 20 arrows, holy symbol.

*Note: The Amazon Priestess was created to have some spellcasting ability, as befits a campaign that includes magic. Should the GM not want to include magic in the campaign, substitute levels of Expert for those of Cleric. (The character thus keeps its skills, while losing the spellcasting ability.)

Queen
Fighter 9; CR 9; Size medium; HD 9d10+9; hp 63; Init +2 (+2 Dex); Spd 30 ft.; AC 22 (+6 armor, +4 shield, +2 Dex); Atk +19/+14 (1d8+11, longsword) or +14/+9 (1d8+6, mighty composite longbow); AL LN; SV: Fort +7, Ref +5, Will +3; Str 22 (16), Dex 14, Con 12, Int 13, Wis 11, Cha 16.
Background: Amazon.
Skills: Climb +12, Craft: armor +2, Intimidate +12, Jump +12, Knowledge: history +2, Swim +12.
Feats: Cleave, Dodge, Mobility, Power Attack, Spring Attack, Weapon Focus (longsword), Weapon Specialization (longsword), Whirlwind Attack.
Fortunes: None.
Equipment: Longsword +3, mighty composite longbow +3, chain shirt +2, small steel shield +2, belt of giant strength +6.

New Background: Amazon
You are a part of the Amazon tribe, and have been raised in their society of warrior women. You could play any of the roles in their culture.
Free Skill Ranks: Craft (weaponsmith, armorsmith or bowyer) 2, Knowledge (history) 2
Bonuses and Penalties: You suffer a –2 circumstance penalty to all Charisma-based skill checks made when interacting with men from traditional European society, since they consider your culture to be a threat to the stability of theirs. You gain a +2 circumstance bonus to Charisma-based checks with women, however.
Contacts: None. Since the Amazons’ society is isolated from the outside world, they do not interact much with others.

Appendix: The Tupinamba and the Margaia
Should the PC’s venture into the depths of the Brazilian jungle to seek out rumors of the Amazons, the warrior women are not the only threat that they might face. The tribes that are predominant throughout any territory not inhabited by the Amazons are the Margaia and the Tupinamba, ones that are more primitive than the newcomers but that make up for their lack of technical development through sheer ferocity.

Members of these tribes wear their dark hair long and go without clothing. The Tupinamba males distinguish themselves by shaving their head from the top forward, creating an effect rather like the tonsure of a monk. Male members of both tribes wear a piece of bone or stone through a piercing in the lower lip, just above the chin. The women, on the other hand, wear similar ornaments in the ears. They are also known to paint their faces with a dazzling variety of hues in red, yellow and blue.

The people of these tribes subsist on fruits and vegetables gathered throughout the jungle, along with a great variety of fish, birds and other animals that are hunted as well as edible roots. The roots, indeed, can be used to make a potent brew (caouin) when they are chewed, boiled and allowed to ferment. They make their homes of wooden frames covered in thatch. For storage they craft baskets and pots, and used dried native gourds. They also craft the hammocks in which they sleep.

In terms of religion, the Tupinamba and the Margaia possess few customs. Those missionaries who have traveled among them have deduced that both tribes believe in an evil spirit, called Aygnan, who torments them and brings hardship into their lives. They also believe in an afterlife, in a beautiful realm beyond the high mountains, to which the spirits of those who have lived good lives go to dance with their ancestors. Strangely, they do not seem to have a higher power that they worship in any manner.

Perhaps the best-known aspects of these natives’ culture are their vengeful sense of honor and their practice of cannibalism. It is said that they allow no affront by their enemies to go unpunished, and that ultimate retribution for them comes when they capture, kill and then consume those who have done them wrong. What is more, warriors keep the skulls of their defeated as trophies of their conquests. In times of battle the warriors equip themselves with large clubs that have sharpened edges, almost like wooden swords, as well as with huge bows and arrows some five feet in length. They are masters of their own territory, knowing every path and feature, and use this to their advantage when defending it.

The Margaia, it should be noted, have allied themselves as a tribe with the Portuguese who have settled in Brazil, while the Tupinamba have sided with the French. Since the Portuguese are gradually taking control of that territory, this has left the Tupinamba at a distinct advantage when facing their hated enemies.

Tuesday, January 5, 2010

An Ill Wind Blows--A D20 Pirates Adventure

An Ill Wind Blows
This scenario is Part 1 of Come Hell and High Water, an adventure series for the Skull & Bones historical setting, for use with the Dungeons & Dragons roleplaying game version 3.5. It is intended to introduce a new party of first-level characters. Although it is intended as part of an ongoing collection of scenarios, it can also be run as a stand-alone adventure.

Background
The New World is a place of tremendous opportunity for those who are willing and able to seize it; sadly, however, this sense of possibility has often given rise to ruthless exploitation and oppression. Mhlongo is an individual who has experienced this firsthand and who because of it has turned down a dark path to gain his revenge. He was once a contented farmer back in Africa, one who was renowned for a mystical connection to the land, but rivalries between his and another clan led to warfare and his capture. Recognizing an opportunity to rid himself of an enemy and to gain wealth at the same time, the rival chief sold Mhlongo into slavery. The unfortunate was packed aboard a cramped vessel with scores of other slaves and shipped off to Havana, where he was then sold to a plantation owner who worked him mercilessly. Despite such grueling labor, the slave still found time to pursue his arcane study, and began delving into dark rituals to gain even greater power. Eventually the chance arrived for him to escape and, after killing his former master, Mhlongo fled in a small boat from Cuba. Eventually he arrived on the island of Hispaniola, where he met a bokor who taught him the ways of vodoun and promised help him take revenge on the rest of the world. Together he and his new teacher, Mabhena, began to devise a plan that would gain him the power to seek revenge on all of his enemies.

Their plot is this. Mabhena has mastered the vodoun ritual used to animate the bodies of the dead as zombies; now he has hired a local grave robber to exhume bodies that he can use for that purpose. These zombies he has concealed in barrels of sugar to be shipped off aboard a parting merchant ship, with Mhlongo posing as a merchant; he intends to call them forth in the dark of night once the ship has sailed. In this way he plans to murder the ship's crew, thereby taking control of it and gaining more bodies to add to his army of undead minions. That is only the beginning, however; with that ship he will be able to attack others and thus build his own armada.

This plan might have come off without a hitch if it weren't for the greed of Seamus O'Brien, the thief that Mhlongo hired to acquire the bodies. O'Brien, having discovered numerous pieces of jewelry among the graves that he's exhumed, has decided to turn a little extra profit by pilfering the valuables. Unfortunately for him, one of the individuals that he approaches recognizes one of the baubles and doesn't take too kindly to the discovery.

Location Note
GM's wanting to expand on Port Royal as the setting of a piratical campaign would do well to check out Issue 3 of Buccaneers & Bokor (available at online sales sites), which features a map of the city and thorough descriptions of the people and places that can be found there.

Introduction
This adventure begins for the PC's as they are relaxing at a Port Royal tavern and Inn, the Sign of the Boar's Head (see the previous blog post for the layout of and details regarding this establishment). They might be drinking, listening to the performance of a visiting shantyman, playing Bone Ace, enjoying some company or preparing for a fight; whatever the case, they happen to be present when O'Brien's ill-chosen customer, Edward Chapman, recognizes one of the items for sale and cries foul. Before the first event occurs, have the players decide where their characters are located and what they are doing to pass the time.

Event 1—A Thief in the Night
This opening encounter should provide an opportunity for some satisfying fisticuffs. Roll initiative as soon as Chapman gives a shout. O'Brien uses his surprise round to flip the table, sending Chapman sprawling; then, on his initiative, he heads for the door. Although Chapman quickly recovers, one or more of the PC's is probably in a better position from which to intervene.

To create a distraction, O'Brien throws his pouch of silver onto the floor behind him, scattering its contents for all to see, and the surrounding patrons converge to collect them. This forces his pursuers to tumble or bull rush their way through the press. Of course, any violence against the crowd—intentional or otherwise—provokes retaliation, causing the tavern to erupt into a brawl.

Assuming that the PC's can apprehend the thief, Chapman thanks them profusely. At this point Chapman assumes that O'Brien stole the item in question, a signet ring, from his wife Anna; after checking with her, however, he finds that she still possesses hers. Thus he realizes that it could only have come from one other possible source, his parents' grave—a notion that really upsets him. Because the PC's have shown that they can handle themselves in a fight, he ask them to accompany him to the tomb. If they need a little persuading, he pays them each a reward of fifty pieces of eight for helping catch the thief, and then offers another hundred apiece if the PC's help him conclude “this disagreeable business.”

Chapman's Story
Through roleplaying or the use of the Sense Motive skill, the PC's should come to recognize that Edward Chapman comes from an aristocratic background. Although he is loathe to mention details to the PC's at this point--“After all, each of us has his secrets”--he in fact is an agent of the Invisible College from London. This could become important in future adventures.

Event 2—The Tomb



St. Paul's church in Port Royal is a relatively simple affair, particularly when compared to the massive and elaborate cathedrals of the Old World. It is two stories in height with plain, whitewashed walls. There is a foyer in front (Area 1) with a spiral staircase that provides access to the bell tower above and the crypt (Area 6) below, and double doors open into sanctuary (Area 2). Broad steps lead up to the church's large oaken front doors. The sanctuary is a broad, open room lined with benches that face the pulpit, behind which another door opens onto the preparation room (Area 3). The front doors have hardness 5 and 20 hit points, while the interior doors have hardness 5 and 15 hit points. From the preparation room one door opens into a storage room (Area 4) while another opens into the minister's quarters (Area 5) and the other provides a rear exit. When the church is closed to visitors, the front and rear doors are sealed with stout padlocks (DC 25 to open, or hardness 15 and 30 hit points).

Should someone be nosy enough to search the contents of the storage room, it contains a strongbox (DC 25 to open, or hardness 15 and 30 hit points) holding the congregation's offerings, totaling five hundred pieces of eight. Here can also be found a barrel of wine for communion, along with a silver service (valued at 80 pieces of eight), an illuminated Bible and a fine teak box (20 poe) that contains the host.

The Crypt
The crypt is built into the foundation of the church; it is sealed by a door with a padlock similar to those above. Beyond this it is quite dark, and the PC's need to have light sources if they are going to continue exploring. The crypt consists of a long, narrow room, the walls of which are lined with alcoves that hold mouldering remains; here and there a decrepit wooden door provides access to the burial rooms of the wealthier dead. Cobwebs hang from the walls, and a thick lair of dust has settled on the floor. Any PC who attempts to search for footprints on the floor succeeds on a DC 12 check and recognizes that there has been a good deal of traffic through here in the past two weeks; a DC 18 check reveals that many of the graves have been disturbed, although their contents still rest in their niches.

Unless the PC's attempt to be stealthy, the zombies who have been left behind probably hear their arrival. They gather in the positions indicated on the map, waiting for an opportunity to strike. When they do, they charge the nearest target and attempt to incapacitate it before moving on to the next victim. During this combat, play up the discomforting nature of the setting; weapon swings that miss their target might smash open coffins or scatter the remains in the niches, all the while kicking up a cloud of dust and less wholesome debris.

In the aftermath of this first engagement, Chapman can survey the remains of his parents' crypt and confirm that their bodies and their valuables are missing. Characters who are familiar with vodoun can confirm that the foes they fought were zombies on a DC 10 check. If pressed, O'Brien now admits that he was hired to steal corpses for an unknown buyer; he himself was never permitted to deal with that person directly, however, and thus he is not able to identify the person. Through intimidation (DC 20) or diplomacy (DC 25) the PC's can persuade him to reveal that he was being paid simply to load the bodies onto a horse cart that came around once each morning, at which point another team would take them along to the buyer. Only if the PC's think to ask does he reveal that he is expecting the cart to arrive just before sunrise.

Ambush
Hopefully the PC's can recognize that, if they want to proceed with this investigation, they need to catch the fellow aboard the horse cart. As long as he is not alerted to any danger, he simply drives the cart up in back of the church and waits for O'Brien to begin loading the bodies. Through some bluffing (opposed by his Sense Motive check) or stealth (opposed by his own Spot and Listen checks) the PC's might be able to get the drop on him and maybe even subdue him before he can try to escape. Should he recognize any danger, he spurs on his two horses and tries to flee. This could lead to an exciting chase through the port city's streets. As long as they do capture him, the PC's can learn that his name is Murphy, and his job is to deliver the bodies to the buyer.

Event 3—The Warehouse



Assuming that the PC's can begin to unravel the threads of this plot, they can discover that the bodies are being taken to a warehouse located in Port Royal's fish market. (Mhlongo uses the smell of the fish to help cover up the smell of the bodies that he's using.) It is an unremarkable two-story structure with stone walls and a wooden roof; there are no windows, but a large set of double doors out front and a small single door in back. These are sealed with stout padlocks, although the cart driver has a key for them.

Inside the warehouse is filled with various crates and barrels. Many of these are empty, although some of the barrels are filled with sugar. The three in the northeast corner of the building contain an un-pleasant surprise, however, in the form of the zombies that Mhlongo has hidden in them. They erupt from their hiding places as soon as one of the barrels is disturbed, attacking anyone who is present. Allow the PC's Spot checks; they need to succeed against a DC of 20 to recognize that something is stirring inside the flour.

Once the combat has been concluded, allow the PC's to make DC 25 Listen or DC 28 Spot checks; those who succeed notice either a soft, dull thudding sound or telltale signs in the dirt of the floor indicating a concealed trapdoor. This is not locked, and opens to reveal a small room dug out of the ground below. A crude but solid wooden table fills nearly half of the room, and on it lies a pair of bodies. These have had their mouths sewn shut, just like the zombies in the barrels above them. Moreover, a small chest beneath the table contains some valuable clues to the nature of the plot. These include a pouch of various herbs, a small skull, a crystal pendant and a dried rooster's talon, items that on a DC 10 Knowledge: voodoo rituals check can be identified as ones used in the process of animating zombies.

There are also a pair of short letters; the first of these reads as follows:

“Mr. Delacroix,

I will send along some of my crew to retrieve the cargo, as you specified. Please be to the docks
just before sunrise tomorrow, for we sail with the dawn.

Capt. Carstens”

The second reads:

“Mhlongo,

Strike at midnight, when the spirits will guide you to victory.”

Mabhena”

The date in the upper right-hand corner of the first letter is that of the day on which this adventure began for the PC's; there is not date on the second letter. Hopefully this is enough information for the PC's to deduce the nature of Mhlongo's plot, and to recognize that quick action is required in order to foil it. Since the action at the tavern, church and warehouse has likely occupied a few hours' time, the PC's probably don't have long to wait before sunrise. This should create some sense of urgency, even though they might also be feeling the pain of their accumulated injuries.

Should the PC's think to claim them, by the way, the barrels of sugar (six in total) are worth 120 poe each.

Event 4—The Docks



The docks of Port Royal are a sprawling affair, wrapping around three sides of the city. This makes it tough to find one ship quickly, especially when they have only a vague idea of which ship they seek.

PC's with the Knowledge: local skill can on a DC 15 check recognize the name of Ned Carstens, the captain of the ship Venture, and a DC 20 check reveals that his ship is a two-masted sloop. This information provides +2 and +5 circumstance bonus (they do not stack) to the characters' Search checks as they look for the dock and the vessel on which Mhlongo is springing his trap. Have each PC make a check, then use the highest check to determine how long it takes to find them, and thus how much time the PC's have to act before the Venture sets sail.

Search Check Results and Time Taken
10 or less: The crew has cast off mooring lines and pulled in the gang plank; the ship is already thirty feet away from the dock.
11-20: The crew has cast off the mooring lines and pulled in the gang plank, and the ship begins to move at the end of the first round of combat.
21-30: The crew has pulled in the gang plank, but the mooring lines are still in place.
31 or more: Both the gang plank and the mooring lines are still in place.

This determines the situation at the beginning of the confrontation; refer to the appropriate map for a layout of the action. As soon as the PC's make their intentions known, Mhlongo casts a sleep spell on the crewmen on deck, then moves to kick the gang plank into the water if it's still in place. At that point he also directs his zombies to strike, and they erupt out of their barrels to do so. From then onward the bokor uses his remaining spells against the PC's while also trying his best to stay out of harm's way.

In the event that the gang plank is removed, it takes a DC 15 Jump check followed by a DC 10 Climb check to make it aboard the Venture. Once it has begun to sail, the PC's must make DC 10 Swim checks to traverse the water.

Conclusion
As long as the PC's catch up to the ship before it sets sail, they should be able to defeat Mhlongo and foil his plot. Captain Carstens is, of course, quite greatful for their aid, recognizing that he could very well have lost his vessel if not for their intercession. He insists that they keep the bokor's possessions for themselves, and adds to that a reward of one hundred doubloons per character. If Mhlongo is still alive, he swears to have his revenge as a squad of British soldiers leads him away in irons.

Further Adventures
This scenario could provide numerous seeds for further adventures, as detailed below.

In addition to providing the PC's with a monetary reward, Captain Carstens might wish to hire them to accompany him on future voyages—especially ones that might be dangerous, where their special skills would be most useful.

As mentioned in the sidebar above, Edward Chapman is a member of the Invisible College in London; as such, he could be involved in any manner of business on behalf of the Crown, clandestine or otherwise.

Finally, Mhlongo might be as good as his word, and could even become something of a nemesis for the PC's, or his shadowy master Mabhena could come to avenge his slain student. (Remember that Mabhena must be at least a 6th level character, however, so the PC's might need a little time before they can confront him!)

Dramatis Personae

Edward Chapman
Male Rogue 5; CR 5; Size Medium; HD 5d6; hp 20; Init +2 (+2 Dex); Spd 30 ft.; AC 13 (+1 Fencing jacket, +2 Dex); Atk +3 (1d6, rapier) or +5 (2d4, pistols); SQ details; AL LN; SV: Fort +1, Ref +6, Will +1; Str 10, Dex 14, Con 10, Int 16, Wis 10, Cha 17.
Background: Gentleman-Adventurer.
Skills: Bluff +11, Decipher Script +10, Diplomacy +13, Disable Device +9, Disguise +13, Forgery +13, Hide +12, Knowledge (local) +11, Knowledge (religion) +11, Listen +7, Move Silently +12, Search +11, Sense Motive +9.
Feats: Deceitful, Negotiator, Stealthy.
Fortunes: Cause, Obligation.
Equipment: Gentleman's clothing, dueling jacket, pair of pistols, rapier, stiletto, pouch of 200 poe, various books, vials of ink, quills and paper.

Edward Chapman is, on the surface, a proper young English gentleman, albeit one who is not particularly striking. He has dark hair and dark eyes, and is of medium height and build. Normally he dresses the part of a young aristocrat, although his natural charisma makes him equally home among the lower classes when he deems it necessary.
Chapman is highly educated, having studied at Oxford and abroad, and has recently even been accepted as a member of the Invisible College in London. In fact he serves as an agent of the Majesty's government, although the exact nature of his business is a closely guarded secret.

Mhlongo the Bokor
Male Bokor 3; CR 3; Size; HD 3d6+3; hp 16; Init +1 (+1 Dex); Spd 30 ft.; AC 11/15 (+1 Dex/+4 mage armor); Atk +2 (1d6+1, buccaneer knife) or +3 (2d4, pistol); SQ details; AL NE; SV: Fort +2, Ref +3, Will +4; Str 12, Dex 14, Con 12, Int 12, Wis 12, Cha 14.
Background: Slave.
Skills: Bluff +8, Concentration +7, Craft (alchemy) +7, Escape Artist +5, Knowledge (local) +7, Sense Motive +7, Voodoo rituals +8.
Feats: Combat Casting, Quicksilver Eyes, Spell Focus (necromancy).
Fortunes: Doll's Eyes.
Equipment: Clothing, staff, dagger, various spell components, pouch of 300 poe.

Ordinarily, Mhlongo's is a face that would strike fear into the hearts of ordinary people. His head is shaved bald, and his dark skin is furrowed by various ritualistic scars. There is not even a glint of compassion in his eyes. At the time that the PC's meet him, however, he wears a cloak and cowl and conceals the trappings that would reveal him as a bokor.
Mhlongo's only love in life is arcane power and the influence that this gives him over other people. He holds no loyalty, and would even betray his master, Mabhena, if it suited his purpose.

Mabhena's Zombies
Medium Undead; CR 1; HD 2d12+3; hp 16; Init +0; Spd 30 ft.; AC 12 (+2 natural); Atk +4 (1d6+3, bite) or -1 (1d4+3, claws x2); SQ details; AL TN; SV: Fort +0, Ref +0, Will +3; Str 17, Dex 10, Con --, Int 2, Wis 10, Cha 1.
Background: None.
Skills: None.
Feats: Toughness.
Fortunes: None.
Equipment: None.

Captain Ned Carstens
Expert 5; CR 4; Size medium; HD 5d6+5; hp 25; Init -1 (-1 Dex); Spd 30 ft.; AC 9 (-1 Dex); Atk +3 (1d6, cutlass) or +2 (2d6, pistol); SQ details; AL LN; SV: Fort +2, Ref +0, Will +7; Str 10, Dex 8, Con 12, Int 13, Wis 16, Cha 14.
Background: Seaman.
Skills: Appraise +9, Climb +4, Diplomacy +10, Knowledge (navigation) +9, Knowledge (sea lore) +9, Listen +13, Profession (sailor) +14, Sense Motive +11, Spot +13, Survival +11.
Feats: Alertness, Seagoing, Skill Focus (Profession: sailor).
Fortunes: Been-Round, True Thomas.
Equipment: Sailor's clothing, cutlass, pair of pistols, logbook, pouch with 100 poe, pipe and tobacco.

Ned Carstens would be the picture of an old sea salt, if the life of a modestly successful mergant hadn't softened him some. His captain's hat conceals dark that has started to go grey, and easier living has left him a little thick around the middle. On the deck of a ship at sea his true nautical nature emerges, however, and he is as confident as any captain in the Caribbean.

Carstens' Crew
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.

Shamus O'Brien
Rogue 3; CR 3; Size medium; HD 3d6+3; hp 16; Init +3 (+3 Dex); Spd 30 ft.; AC 14 (+1 fencing jacket, +3 Dex); Atk +5 (2d6, pistol) or +3 (1d6+1, cutlass); SQ details; AL CN; SV: Fort +2, Ref +6, Will +0; Str 13, Dex 16, Con 12, Int 14, Wis 8, Cha 8.
Background: Scum.
Skills: Appraise +6, Climb +7, Disable Device +11, Escape Artist +9, Hide +11, Knowledge (local) +8, Move Silently +11, Open Lock +11, Search +8, Sleight of Hand +9, Tumble +9, Use Rope +9.
Feats: Combat Expertise, Nimble Fingers, Stealthy.
Fortunes: Hangin' Look.
Equipment: Ordinary clothing, cutlass, pair of pistols, dueling jacket, pouch with 200 poe, signet ring.

Tuesday, December 29, 2009

For the blog's first useful post I have a write-up of a tavern that I designed, along with some of the regular inhabitants, rules for a pirate-era card game that might be played there and a short encounter set in it.

-Nate




The Sign of the Boar’s Head: Tavern, Inn and Brothel
The Sign of the Boar’s Head has become something of a fixture in Port Royal, Jamaica. Combining the services of an inn, tavern and brothel, all under one roof, it is just the sort of place where PC’s might go to find word of employment, to meet an important contact, or to celebrate recent successes.

The owner, George Hughes, has been running the place for the past twenty-odd years; he took over the job from his own father, and hopes one day to pass the business on to his own son. Some say the whole Hughes family came originally from England some four decades ago, where they’d been a noble family but had fallen into disgrace for one reason or another, but nobody has been able to confirm or deny that rumor.

Whatever the reason for the family’s move to Port Royal, their business quickly became a major center of activity in the town. The Sign of the Board’s Head developed a reputation as a place where people could conduct their business without interference, provided it didn’t harm the establishment or those who worked there.

Features
Just as one would suspect, the sigh out front bears the image of a large, fierce-looking board’s head with jutting tusks and bristling whiskers. There are actually two of these signs, one above each of the building’s main entrances.

Should it become important to know, the outside walls of the place, made of stone, have hardness 8 and 90 hit points. When closed and barred, the doors have hardness 5 and 20 hit points, and require a DC 25 Strength check to force open.

1. Entrances
Under normal circumstances the doors are left wide open, except in times of crisis; otherwise, the place sees business twenty-four hours a day. Two bouncers are normally posted at either entrance, however, to keep out those who are looking to bring trouble into the establishment.

2. Bar and Dining Hall
This area is wide open to the ceiling twenty feet above, although four large chandeliers—elaborate sets of concentric wrought-iron hoops filled with candles—hang only fifteen feet above the floor. Each of these is connected to a heavy rope and pulley system that is anchored at the railing in the center of the balcony opposite the bar. These ropes are particularly strong, having hardness 3 and 8 hit points.

While rather roughly hewn, the tables in this area are also especially stout. They can hold up to three hundred pounds without ill effect; beyond this they must make a Fortitude save with a DC equal to the excess pounds divided by ten. For example, if Captain Small, a sailor who weighs in at three hundred fifty pounds, should jump up on one of them, it must make a saving throw with a DC of 5 ([350-300]/10=5). The tables are not attached to the floor, so they can be turned on a side by some in need of cover.

The bar is stocked with beer, wine and rum; for food, the house specialty is, not surprisingly, roasted pork with the trimmings.

3. Kitchen
Unlike the rest of the building, which has wooden floors, the floor here is made of cut stone. A large oven stands against the outside wall, while a preparation table occupies the center of the room. The cabinets are loaded with crockery, cutlery and other such supplies.

4. Pantry
All of the dry goods, bottles, barrels and tins are stored in here, along with extra candles for the chandeliers and linens for the rooms.

5. Rooms
Each of these rooms boasts a bed, table and chairs, wardrobe and storage trunk. Although there are thirty-eight of them in total, roughly a dozen are occupied on a continual basis by Miss Maggie and the other ladies who entertain guests there. Rooms can be let by the night, week or month, depending on a guest’s needs.

6. Balcony
The tables on this level all have a full view of the bar and dining hall below. The railing has hardness 5 and 10 hit points. In case someone feel the need to do so, the ropes attached to the chandeliers have sufficient length to allow a person to swing anywhere on the bottom floor of the establishment. Doing so, by the way, requires a DC 12 Tumble check, once the rope has been cut loose. Should one of the chandeliers be allowed to crash to the floor, everyone in the four squares underneath it must make a DC 15 Reflex save or suffer 4d6 hit points damage. Swinging from the chandeliers themselves requires a DC 15 Tumble check, although they have the same chance of breaking as do the tables in the dining hall (see above).

7. Master Bedroom
These are George Hughes’ private quarters, a fact that can be noted from the high-quality lock on the door (DC 30 check to open).Inside there are a large, four-poster bed complete with curtains, along with a table and chairs and a broad wardrobe. All of these are carved from matching dark mahogany, and are very valuable because of it (1000 poe for the set). An ornate Persian carpet covers the floor (200 poe), while the clothing in the wardrobe is clearly imported from the Old World.

Underneath the aforementioned rug there is a loose board in the floor; it is protected by a very small crossbow trap that fires poison bolts (DC 25 to find; DC 25 to disable; +6 attack; damage 1d4 plus poison; DC 18 Fortitude save to resist 1d6 Strength damage). Concealed herein are a pouch containing 10,000 pieces of eight, along with a bundle of letters tied with a black silk ribbon.



Personalities
The sign of the Boar’s Head, despite the fact that it caters to the highly transient population of Port Royal, does have a fair number of regulars who can be found here on most nights.

George Hughes, Innkeeper
Aristocrat 6; CR 5; Medium-sized; HD 6d8; hp 28; Init +1 (+1 Dex); Spd 30 ft.; AC 11 (+1 Dex); Atk +4 (1d3, unarmed) or +5 (2d6, pistol); AL NG; SV: Fort +2, Ref +3, Will +7; Str 10, Dex 12, Con 10, Int 12, Wis 14, Cha 17.
Background: Colonist.
Skills: Appraise +10, Bluff +14, Diplomacy +14, Gather Information +14, Knowledge: local +10, Profession: innkeeper +6, Sense Motive +13.
Feats: Investigator, Leadership, Negotiator, Persuasive.
Fortunes: Enlightened.
Equipment: Pouch containing 50 pieces of eight, ring of keys, pair of pistols.

George Hughes, as mentioned above, is the owner with the mysterious past. Although his black hair is starting to show traces of gray at the temples, he still retains the chiseled features and commanding stare of his younger days. He always dresses in the current Continental fashions, though he usually goes without a jacket.

As mentioned above, the reason why his family came to the Caribbean is a closely guarded secret. The truth of the matter is that his father, George Herbert, was a minor member of the gentry during the events leading up to the English Civil War. Herbert was a Royalist, a supporter of the King in his conflict with the Parliament; in fact, his job was to collect a particular tax known as the Ship Money. The collection of this tax by the King, without the authorization of Parliament, was fraught with controversy, and provided one of the issues that led up to the war. When war erupted and it became apparent that the Royalists would lose, Herbert took a large amount of money and fled by ship to the Caribbean. There he took up a new identity—that of George Hughes—purchased the Sign of the Boar’s Head, and settled down to the quiet life of an innkeeper. He managed to live out the rest of his life in relative peace; only time will tell if his son will be so fortunate.

Maggie McGraw, Madame
Expert 6; CR 5; Medium-sized; HD 6d6+6; hp 27; Init +6 (+2 Dex, +4 Improved Initiative); Spd 30 ft.; AC 12 (+2 Dex); Atk +4 (1d3, unarmed) or +6 (ranged); AL NG; SV: Fort +3, Ref +4, Will +6; Str 10, Dex 14, Con 12, Int 10, Wis 12, Cha 17.
Background: Colonist.
Skills: Bluff +14, Diplomacy +14, Gather Information +14, Intimidate +14, Knowledge: local +9, Perform: singing +14, Profession: madame +5, Sense Motive +12.
Feats: Improved Initiative, Investigator, Negotiator, Persuasive.
Fortunes: None.
Equipment: 100 poe hidden in a pouch in her room.

Maggie McGraw is easily the second-in-command at the Boar’s Head. She and Hughes have a comfortable working relationship, although some have speculated that their partnership is far more intimate than that. Given her small yet buxom figure, charming smile, deep blue eyes and fiery red hair, nobody would fault him for it. Here again, however, the truth is a little more complicated. She was sent as a spy by the reigning monarch in England, who wants to find the long-lost Ship Money with which George Herbert absconded, and has managed to follow the trail to George Hughes. The problem is, she has found him to be a charming and sincerely good person, and now struggles with the question of what to do about him and the illicit legacy that he inherited from his father.

Neville Wright, Merchant
Rogue 4; CR 4; Medium-sized; HD 4d6; hp 14; Init +2 (+2 Dex); Spd 30 ft.; AC 12 (+2 Dex); Atk +4 (1d4+1, dirk) or +5 (2d4, pistol); SQ details; AL CN; SV: Fort +1, Ref +6, Will +0; Str 12, Dex 14, Con 10, Int 14, Wis 8, Cha 17.
Background: Gentleman-Adventurer.
Skills: Appraise +11, Bluff +10, Diplomacy +12, Escape Artist +9, Forgery +9, Gather Information +10, Knowledge: local +9, Knowledge: sea lore +9, Open Lock +9, Search +9, Sense Motive +8.
Feats: Diligent, Negotiator, Port Savvy.
Fortunes: None.
Equipment: Dirk, pistol, fancy pocket watch, pouch containing 100 pieces of eight.

Mr. Neville Wright is a merchant with a relatively small business operating out of Port Royal, but one that turns a surprisingly handsome profit. Ostensibly he deals in foodstuffs, mundane items such as flour, sugar, dried goods and, occasionally, spices. In truth, though, he runs a sizable smuggling operation and acts as a fence for pirates bringing illicit items into port. Wright frequently uses the Boar’s Head for meeting with clients, but transfers and stores merchandise in a number of warehouses closer to the docks.

The merchant can easily be recognized by the elaborate gold pocket watch he carries at all times, along with his penchant for wearing a powdered wig in the English style. He is a man of slight stature, slightly heavy from his years of living in comfort.

Daniel Shaw, Drunkard
Fighter 3; CR 3; Medium-sized; HD 3d10+6; hp 27; Init +2 (+2 Dex); Spd 30 ft.; AC 14 (+2 Dex, +2 buff coat); Atk +6 (1d6+3, cudgel) or +5 (ranged); AL TN; SV: Fort +5, Ref +3, Will +1; Str 16, Dex 14, Con 15, Int 10, Wis 10, Cha 8.
Background: Seaman.
Skills: Climb +9, Jump +9, Profession: sailor +4, Swim +9.
Feats: Cleave, Great Cleave, Power Attack.
Fortunes: Vice (alcohol).
Equipment: Buff coat, pistol, supplies for twelve shots, pouch containing 10 poe.

Daniel Shaw is a drunkard, and a fairly violent one at that. He was once a low-ranking officer in the British Navy, but became involved in some business that resulted in his dishonorable discharge. This has left him deeply embittered, and he looks for solace in his cup. Where he once enjoyed a reputation as a fearless and formidable soldier, he is now an ornery soul who provokes fights simply for his own entertainment. Hughes would have him barred from the Boar’s Head if it weren’t for the fact that many of the inn’s guests seem to enjoy such diversions.

Shaw might be considered a handsome fellow, except that he is usually quite unkempt; his sandy blonde hair hangs in tangles and his blue eyes are often bloodshot from to much drink.

Angus Doyle, Old Salt
Class Sea Dog 4; CR 4; Medium-sized; HD 4d10+8; hp 33; Init -2 (-2 Dex); Spd 30 ft.; AC 8 (-2 Dex); Atk +3 (1d6-1, cudgel) or +2 (ranged); SQ details; AL CG; SV: Fort +8, Ref +2, Will +4; Str 9, Dex 7, Con 14, Int 15, Wis 17, Cha 13.
Background: Seaman.
Skills: Climb +3, Knowledge: local +9, Knowledge: navigation +9, Knowledge: sea lore +9, Listen +12, Profession: sailor +10, Spot +12.
Feats: Alertness, Dodge, Great Fortitude, Mobility, Skill Focus (Profession: sailor).
Fortunes: Been Round, Loose Tongue.
Equipment: Cudgel, pouch containing 10 pieces of eight.

Angus Doyle, in his youth, sailed to the far reaches of the world; now his mind seems to be a bit addled because of it. Though nobody knows just how old he is, a number of pirates—and not young ones—can attest to the fact that he sailed with their fathers.

Doyle enjoys little in this world more than a chance to tell a newcomer or two tales from his younger days. These stories are frequently outrageously wild affairs: voyages to the ice-bound island of Ultima Thule, from which he was the only crew member to return; a battle at sea in which he fought off a giant squid with nothing but a gaff hook; an encounter in a tropical islet where he met and promised his undying love to a mermaid princess. While few would believe such stories outright, one can’t help but wonder if there might be some bit of truth to them.

Angus is easily distinguished from the other patrons by his stark white hair and leathery skin, along with the tri-cornered hat that has faded to a dull gray.

Mr. Geoffrey, Pickpocket
Rogue 2; CR 2; Medium-sized; HD 2d6+4; hp 13; Init +4 (+4 Dex); Spd 30 ft.; AC 14 (+4 Dex); Atk +1 (1d4, dirk) or +5 (ranged); SQ details; AL NE; SV: Fort +2, Ref +7, Will -1; Str 10, Dex 18, Con 14, Int 12, Wis 8, Cha 8.
Background: Scum.
Skills: Balance +9, Climb +4, Disable Device +6, Escape Artist +11, Hide +9, Moves Silently +9, Open Lock +11, Search +6, Sleight of Hand +11, Tumble +9.
Feats: Deft Hands, Dodge, Improved Initiative.
Fortunes: Quick-Fingered.
Equipment: Four daggers, pouch containing 20 pieces of eight, lock picks.

Mr. Geoffrey is another fellow whom Hughes would rather not see in his establishment, but for the fact that no one has ever actually caught him in the act of pilfering something. Since the boy usually only takes enough to provide for his own food and drink, he has so far been able to avoid close scrutiny.

The lad’s name is something of a running joke amongst the regulars; though he insists that everyone call him “Mister,” he’s the only one who abides by the rule. Although he would never admit to it, he insists on the title because he doesn’t know his last name. Having grown up an orphan on the streets of Port Royal, he has no family name by which to be addressed.
Geoffrey is a swarthy young man with dark hair and dark eyes, the kind who could blend in amongst the denizens of just about any port city throughout the world.

Typical Bouncer
Warrior 1; CR 1/2; Medium-sized; HD 1d8+2; hp 10; Init +5 (+1 Dex, +4 Improved Initiative); Spd 30 ft.; AC 13 (+1 Dex, +2 buff coat); Atk +4 (1d6+2, cudgel) or +2 (ranged); AL LN; SV: Fort +4, Ref +1, Will +0; Str 15, Dex 13, Con 14, Int 8, Wis 10, Cha 12.
Background: Colonist.
Skills: Climb +4, Intimidate +5, Jump +4, Knowledge: local +1, Profession: bouncer +2.
Feats: Improved Initiative, Weapon Focus (club).
Fortunes: None.
Equipment: Cudgel, buff coat.

Typical Server
Expert 1; CR 1/2; Medium-sized; HD 1d6+1; hp 7; Init +1 (+1 Dex); Spd 30 ft.; AC 11 (+1 Dex); Atk +0 (1d3, unarmed) or +1 (ranged); AL TN; SV: Fort +1, Ref +1, Will +4; Str 10, Dex 13, Con 12, Int 8, Wis 14, Cha 15.
Background: Colonist.
Skills: Bluff +9, Diplomacy +8, Gather Information +6, Knowledge: local +3, Knowledge: sea lore +3, Profession: server +6, Sense Motive +8.
Feats: Negotiator, Skill Focus (Bluff).
Fortunes: None.
Equipment: Cudgel and short musket hidden behind the bar.

Typical Whore
Expert 1; CR 1/2; Medium-sized; HD 1d6+1; hp 7; Init +2 (+2 Dex); Spd 30 ft.; AC 12 (+2 Dex); Atk +1 (1d4+1, dirk) or +2 (ranged); AL CG; SV: Fort +1, Ref +2, Will +1; Str 12, Dex 14, Con 13, Int 10, Wis 8, Cha 15.
Background: Colonist.
Skills: Bluff +6, Diplomacy +6, Gather Information +6, Knowledge: local +4, Knowledge: sea lore +4, Profession: shore +3.
Feats: Endurance, Skill Focus (Bluff).
Fortunes: None.
Equipment: Dirk.

Adventure Hooks
In addition to the usual function of a tavern, inn and brothel, the Sign of the Boar’s Head could serve as the starting point for any number of the party’s adventures.

Somebody with an unhealthy interest in Mr. Hughes’ past offers to hire the PC’s to recover the letters that he keeps hidden in his room; they might take the job, or perhaps set a trap for this meddling individual. There is also the question of how Maggie will react to these developments, given her conflict regarding the matter.

The PC’s discover a treasure map that, oddly enough, bears markings that resemble some of the elements in the wild tales that old Angus has been telling. The trouble is that if they want to go in search of it, they’ll have to determine which parts of his tales are true, and which are just fancy.

Neville Wright, in order to move a particularly valuable cargo from his warehouse to a ship in harbor, hires the PC’s to do the job. In addition to thieves who might be interested in nabbing the goods, the items’ true owner comes looking for them.


Rules for Bone-Ace
Bone-Ace is a variant of the game known as thirty-one. It was first played in Europe at least by the start of the 1600s.

Number of Players: From two to eight, with four or more being preferable.

Objective: Collect a set of cards with a value as close to thirty-one as possible, without going over that amount.

Order of Play: Draw cards to determine the first deal, with the lowest card drawn dealing first. To begin, deal each player three cards; the first two are dealt face down, while the third is dealt face up. Place the remainder of the deck face down in the center of the table to form the stock, then turn the top card face up and lay it next to the stock. Each player should also have three betting tokens, such as chips or gold doubloons.

If any of the face-up cards is the ace of diamonds (the “Bone-Ace”), that player wins automatically and the player with the lowest-valued hand loses. If not, play proceeds normally.

Cards are counted at face value, except that aces count as eleven and face cards count as ten. (Therefore, a hand containing an ace, a queen and a three would have a value of twenty-four.) Starting from the dealer’s left, each player in turn may take a card from the top of either pile, then must discard one. Players may choose to discard cards that have just been drawn.
Once a player has a hand that he considers good enough not to lose, he may knock by rapping on the table with his fist. From this point every player may make one last exchange, then all must show their hands. The player with the lowest-valued hand loses, and must add one token or coin to the pot. Any player who is out of coins may continue to play “on his honor” until losing again, at which point he is eliminated from the game.

Play continues in this manner until all of the players but one are eliminated; that player wins the pot.


“The Cut-Throat’s Contract” Encounter
This encounter can be used to start just about any adventure, and can be particularly useful for bringing together a new group of Player Characters. Use the map of the Boar’s Head when the action starts.

Background
Captain Horne is living proof that good things can happen to bad pirates. At one time he was the captain of a much-feared pirate vessel, a scourge of the Caribbean Sea. An unfortunate encounter with a surprisingly well-armed Spanish galleon, however, has left him temporarily without a capable crew. Like a smart scallywag, however, he knew better than to put all of his doubloons in one chest. The scurvy dog always kept one map to a hidden cache of gold in a room of a local brothel, under the protection of a trustworthy lass, and now he intends to collect that booty and continue preying upon vulnerable treasure ships. To do that he needs to hire a new crew, but he is a highly discerning fellow; he has a plan, however, to find the roughest, toughest group of sailors that he can to aid him in this endeavor.

Introduction
This encounter can occur at any time when the PC’s are relaxing at the Sign of the Boar’s Head. Should this be one of their regular hangouts in port, they might just be resting after a previous adventure; alternately, they might have heard word on the street that a renowned captain is looking to hire a crew and that those who are interested should go to the Boar’s Head. However it is that they find themselves there, allow them a little time to enjoy the establishment’s entertainments before the good captain makes his appearance.

“Greetings, brethren!” The captain’s voice booms over the rumble of the assembled crowd. He stands on the balcony on one side of the main room, his arms raised in a grand gesture of salutation. “As you should already know, I am Captain Horne, formerly of the good ship Dauntless. I recently suffered a little setback, one that has left me in need of a new crew. That, my friends, is why I have invited you here tonight. You see, I’m looking for only the best for my crew, and I’ve no doubt that one group among you is the very best. The trouble is, I need to find out just which of you that is.” With a wicked grin, the old pirate produces a leather scrollcase from inside his coat. “These here are the articles for me crew; whoever returns them to me, wins the right to sign ‘em.” With that, he tosses the scrollcase over the railing.

Roll initiative.
As the parcel falls, the assembled crowd erupts in a massive brawl. Use the stats for pirates provided below, but feel free to add other NPC’s with whom the PC’s may have had previous business (or with whom they might have to deal in the future). Daniel Shaw, detailed above, could also jump into the fracas. Note that the assembled scallywags do not use their buccaneer knives unless they are provoked into doing so; it is something of a point of honor for them.

Strategy
While it’s never possible to anticipate every strategy that the PC’s might employ, there are a few possibilities that the GM might encounter. One is to have one or more of the PC’s leap to the railing of the upper level, something that requires a DC 12 Jump check from a running start, or a DC 24 check from a standing start, followed by a DC 15 Climb check. Another option is to leap first onto one of the tables (DC 12 or 24, as above), and from there to the railing (DC 12 or 24 Jump check, followed by a DC 5 Climb check). Should any of the PC’s want to throw the scrollcase from one person to another, treat it as a grenade attack with range penalties as appropriate.

Tough Pirate
Sea Dog 2; CR 2; HD 2d10+4; hp 19; Medium-sized; Init +1 (+1 Dex); Spd 30 ft.; AC 12 (+1 Dex, +1 dueling jacket); Atk +4 (1d6+2, club) or +3 (ranged); SQ Favored Ship (English ships); AL CN; SV: Fort +5, Ref +4, Will +1; Str 15, Dex 13, Con 14, Int 10, Wis 12, Cha 8.
Background: Sea Devil.
Skills: Balance +6, Climb +7, Jump +7, Profession (sailor) +6, Survival +6, Use Rope +6.
Feats: Cleave, Dodge, Power Attack.
Fortunes: Superstitious.
Equipment: Dueling jacket, buccaneer knife, various improvised weapons.

Typical Pirate
Sea Dog 1; CR 1; Medium-sized; HD 1d10+2; hp 12; Init +1 (+1 Dex); Spd 30 ft.; AC 12 (+1 Dex, +1 dueling jacket); Atk +3 (1d6+2, club) or +2 (ranged); AL CN; SV: Fort +4, Ref +3, Will +1; Str 15, Dex 13, Con 14, Int 10, Wis 12, Cha 8.
Background: Sea Devil.
Skills: Balance +5, Climb +6, Jump +6, Profession (sailor) +5, Survival +5, Use Rope +5.
Feats: Cleave, Dodge, Power Attack.
Fortunes: Superstitious.
Equipment: Dueling jacket, buccaneer knife, various improvised weapons.

Captain Horne
Sea Dog 4/Sea Officer 3; CR 7; Medium-sized; HD 7d10; hp 43; Init +0; Spd 30 ft.; AC 12 (+2 buff coat); Atk +6/+1 (2d6, pistol) or +6/+1 (1d6, buccaneer knife); SQ Close Quarters +1, Command (morale bonus), Preferred Ship (English ships), Skill Expert +2; AL TN; SV: Fort +7, Ref +5, Will +8; Str 10, Dex 10, Con 10, Int 14, Wis 15, Cha 16.
Background: Sea Devil.
Skills: Appraise +12, Knowledge: local +12, Knowledge: navigation +12, Knowledge: sea lore +12, Listen +15, Profession: sailor +13, Spot +15, Survival +8.
Feats: Alertness, Dodge, Endurance, Great Fortitude, Iron Will, Mobility.
Fortunes: Superstitious.
Equipment: Two pistols, buccaneer knife, buff coat, scroll with ship’s articles.

Captain Horne is every bit the sea dog. He has lost his right hand, replacing it with a hook, and has the weathered features of one long exposed to the wind and waves. His clothing is fancy but functional, and he wears his dark brown hair and beard long. The recent loss of his ship has left him in a particularly foul mood, but he hopes to amend the situation once he has found a capable new crew.