Saturday, December 24, 2011

An Interlude and a Feat

Today's post is another interlude, this time involving a press gang, along with a feat that can help the villains subdue the heroes--all for the sake of the story, of course.

To those who celebrate them, whatever they may be, happy holidays.

-Nate


Interlude: The Press
Many a former landlubber has had his first taste of seafaring against his will, when a chance encounter one evening led to waking up the next morning as part of a ship's crew. Those unfortunates fell prey to a press gang, and through trickery or force found themselves living the life of a sailor.

This encounter is most likely to occur during a night in port. It could occur for any number of reasons, including the following.

*The PC's might just be in the wrong place at the wrong time, victims of circumstance. This could serve as the start of a new campaign, or perhaps as a major complication for an existing one.
In this way, the encounter could serve as the introduction to any number of sea voyages, including, possibly, some of the adventures detailed previously.
*On the other hand, they could be specifically targeted because of their abilities or because of past activities. This might happen based on their reputations alone, or perhaps because an old enemy seeks revenge by hiring someone to shanghai them.
*This might lead into other adventures, including the opportunity for the PC's to become familiar with their new fellow crew members, and perhaps to win the loyalty of these erstwhile associates and thus turn the tables on those who pressed them into service.
*In these ways, this situation could easily be woven into the events of an existing campaign, or could serve as the launching point for a new one.

The encounter itself, of course, requires that certain NPC's stage an attack against the PC's. Detailed below are a number of different characters from which the GM could choose, depending on circumstances.

The Lieutenant
This person is the chief representative of the captain in whose crew the newly impressed sailors will serve. For that reason, the lieutenant's appearance and personality could vary a great deal, from an imperious Royal Navy type to an unpredictable pirate, a privateer somewhere in between the two, or something else entirely.

Sea Dog 4/Sea Officer 1; CR 5; Size medium; HD 5d10-5; hp 27; Init +2 (+2 Dex); Spd 30 ft.; AC 13 (+2 Dex, +1 dueling jacket); Atk +5 (1d6+1, cutlass) or +6 (2d4, pistol); SQ Superstitious, Close Quarters +1, Favored Ship (varies), Mobility, Skill Expert +1 (Sense Motive); AL Varies; SV: Fort +3, Ref +6, Will +6; Str 12, Dex 14, Con 8, Int 10, Wis 16, Cha 13.
Background: Pressed Man.
Skills: Knowledge (local) +8, Knowledge (navigation) +8, Knowledge (sea lore) +8, Listen +5, Profession (gunner) +5, Profession (sailor) +11, Sense Motive +12, Spot +11.
Feats: Dodge, Far Shot, Point Blank Shot, Precise Shot.
Fortunes: None.
Equipment: Dueling jacket, cutlass, pistol.

The Crimp(s)
This individual is a fast-talking soul, quick to win a person's confidence before betraying the unfortunate.

Rogue 1; CR 1; Size medium; HD 1d6; hp 6; Init +2 (+2 Dex); Spd 30 ft.; AC 13 (+2 Dex, +1 dueling jacket); Atk -1 (1d6-1, club) or +2 (2d4, pistol); SQ Sneak Attack +1d6, Trapfinding; AL CN; SV: Fort +0, Ref +4, Will +1; Str 8, Dex 14, Con 10, Int 13, Wis 12, Cha 15.
Background: Pressed Man.
Skills: Bluff +9, Disable Device +5, Disguise +8, Forgery +8, Gather Information +6, Hide +6, Knowledge (local) +6, Move Silently +6, Profession (gunner) +3, Profession (sailor) +3, Search +5, Sleight of Hand +6.
Feats: Deceitful, Skill Focus (Bluff).
Fortunes: None.
Equipment: Dueling jacket, club, pistol.

Rogue 3; CR 3; Size medium; HD 3d6; hp 13; Init +6 (+2 Dex, +4 Improved Initiative); Spd 30 ft.; AC 13 (+2 Dex, +1 dueling jacket); Atk +1 (1d6-1, club) or +4 (2d4, pistol); SQ Sneak Attack +2d6, Trapfinding, Evasion, Trap Sense +1; AL CN; SV: Fort +1, Ref +5, Will +2; Str 8, Dex 14, Con 10, Int 13, Wis 12, Cha 15.
Background: Pressed Man.
Skills: Bluff +11, Disable Device +7, Disguise +9, Forgery +9, Gather Information +8, Hide +8, Knowledge (local) +8, Move Silently +8, Profession (gunner) +3, Profession (sailor) +3, Search +7, Sleight of Hand +8.
Feats: Deceitful, Improved Initiative, Skill Focus (Bluff).
Fortunes: None.
Equipment: Dueling jacket, club, pistol.

The Thugs
These toughs are hired for their combat prowess—the ability to beat those who resist into submission. As such, they don't feel too strongly about the cause behind the ambush, and clever characters could exploit this lack of loyalty. In combat, the thugs tend to be nasty, brutish, and short of cleverness.

Fighter 1; CR 1; Size medium; HD 1d10+2; hp 12; Init +1 (+1 Dex); Spd 30 ft.; AC 13 (+1 Dex, +2 buff coat); Atk +4 (1d6+2, club) or +2 ranged; AL CN; SV: Fort +4, Ref +1, Will +1; Str 15, Dex 13, Con 14, Int 10, Wis 12, Cha 8.
Background: Pressed Man.
Skills: Climb +6, Jump +6, Profession (gunner) +3, Profession (sailor) +3, Swim +6.
Feats: Power Attack, Versatile, Weapon Focus (Club).
Fortunes: None.
Equipment: Buff coat, club.

Fighter 3; CR 3; Size medium; HD 3d10+6; hp 27; Init +1 (+1 Dex); Spd 30 ft.; AC 13 (+1 Dex, +2 buff coat); Atk +6 (1d6+2, club) or +4 ranged; AL CN; SV: Fort +5, Ref +2, Will +2; Str 15, Dex 13, Con 14, Int 10, Wis 12, Cha 8.
Background: Pressed Man.
Skills: Climb +8, Jump +8, Profession (gunner) +3, Profession (sailor) +3, Swim +8.
Feats: Cleave, Great Cleave, Power Attack, Versatile, Weapon Focus (Club).
Fortunes: None.
Equipment: Buff coat, club.

Tactics
The last thing the press gang wants is a fair fight. As such, they exploit any possible means for gaining the upper hand in a situation. Usually the crimp is the first to approach the PC's, hoping to win their trust before the inevitable betrayal. He might buy a round of drinks or two. Indeed, one option is for him to purchase a lot of alcohol, using this to soften up the PC's before the attack. Refer to the rules in the article “Of Rum and Drunkenness” in Buccaneers & Bokor, issue 5, for more details about the debilitating effects of alcohol. The crimp himself, of course, sticks with watered-down beverages so that he is not so impeded. If the PC's are particularly tough individuals, the crimp could even poison their drinks in order to soften them up before striking.

For a twist on the above, these introductions could lead into the kinds of friendly tavern competitions described in a previous Interlude. That could provide the opportunity for the thugs to move into position, surrounding the PC's before attacking.


New Feat—Versatile
You are adept at using ordinary weapons to inflict nonlethal damage on opponents.
Prerequisites: Base attack bonus of +1 or higher.
Benefit: You suffer a -2 penalty when using normal weapons to inflict nonlethal damage.
Normal: You suffer a -4 penalty when using normal weapons to inflict nonlethal damage.

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