The Damned Cutlass - Friday Night Crew Vehicle in Telera - The Chakra Campaign | World Anvil
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The Damned Cutlass - Friday Night Crew

Pathfinder Society run sloop.   captain: Polly "Devil's Grin" Nightwind. DO NOT say polly wanna cracker near her. You will regret it. first mate: Breck Rum. Can drink anybody under the table. He's a gnome. ship's surgeon: Stitch. Cleric. No other name. Air of mystery. Navigator: female eleven mage Phinara Thesatra botswin: half orc Shoda Tem   Episode 1: Game 1 - The passengers and crew are assaulted en route to Astergate, which they did not know had already fallen to a goblin horde. The goblins had taken control of the Fangs, the archipelagos that shelter the bay of Astergate and through which all sea traffic must pass to get to Astergate. From their base of operations on the Fangs, the goblins send strike forces to board and capture any and all ships that try to navigate the Fangs. If the boarding party fails at taking the ship, then the catapults and trebuchets emplacements on the Fangs will do their best to destroy the ship. The Damned Cutlass is attacked by a water-breathing strike team who board the ship and attempt to take it over. The attack is repelled by the sailors and passengers (the party). A few Sailor casualties from unlucky goblin attacks, and mostly from the sleep spell that made sailors rain down from the rigging, killing them on impact. When it became obvious to the strike force that they had failed to take the ship, they abandoned their attack and fled back into the ocean, disappearing beneath the midnight waves.     Sailors:   Buccaneer CR 1/2   XP 200 Human fighter 1 N Medium humanoid Init +2; Senses Perception +5   DEFENSE   AC 15; touch 12, flat-footed 13 ( +2 armor, +2 Dex, +1 shield) hp 7 (1d10+2) Fort +4, Ref +2, Will +1   OFFENSE   Speed 30 ft. Melee cutlass +4 (1d6+2) Ranged heavy crossbow +2 (1d10)   STATISTICS   Str 15, Dex 14, Con 15, Int 10, Wis 12, Cha 8 Base Atk +1; CMB +3; CMD 15 Feats Improved InitiativeB, Weapon Focus (cutlass) Skills Intimidate +4, Profession +5, Swim +7 Languages Common   ECOLOGY   Environment any coastal or aquatic Organization solitary, group (2-12) Treasure cutlass (treat as scimitar), leather armor, buckler, heavy crossbow, 10 crossbow bolts, belt pouch, 1d20 silver coins, 1d8 gold coins.     This rugged character is clad in colorful, mismatched clothing, his hair tied back in a bandana.   Pirate, Sailor CR 1/2   XP 200 Human rogue 1 CN Medium humanoid (human) Init +3; Senses Perception +4   DEFENSE   AC 16, touch 14, flat-footed 12 (+2 armor, +3 Dex, +1 dodge) hp 9 (1d8+1) Fort +1, Ref +5, Will +0   OFFENSE   Speed 30 ft. Melee falchion +2 (2d4+3/18–20) or mwk dagger +3 (1d4+3/19–20) Special Attacks sneak attack +1d6   STATISTICS   Str 15, Dex 16, Con 13, Int 12, Wis 10, Cha 8 Base Atk +0; CMB +2; CMD 16 Feats Combat Reflexes, Dodge Skills Acrobatics +7, Bluff +3, Climb +6, Diplomacy +3, Disable Device +7, Escape Artist +7, Intimidate +3, Knowledge (local) +5, Perception +4, Sense Motive +4, Swim +6 Languages Common, Polyglot SQ trapfinding +1     DESCRIPTION   Environment any oceans or coastlines Organization solitary, pair, or gang (3–8) Treasure NPC gear (leather armor, falchion, masterwork dagger, other treasure)

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