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Kalamar Encounters (from the Servants of the Swift Sword Campaign)
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<blockquote data-quote="Wicht" data-source="post: 298668" data-attributes="member: 221"><p><strong><u>A rowdy group of Cut-throats</u></strong></p><p></p><p>In Taesoo, Froima is gone. Taking advantage of this is a group of Pirates. They are from a vessel anchored in the bay near Taesoo, on a shore leave. The captain, who has just sank a merchant ship, is trying to maintain a low profile. However some of his men think they should have the run of the town. They bully and extort and get drunk. Chasing them out of town will involve fighting the whole crew more or less. The captain will not stand for his crew being locked up and will attack any building they are held in, preferably under cover of night. The PCs must figure out how they wish to handle this – with violence or through diplomacy. Either way, in the absence of Froima, the townsfolks will turn to the PCs for help.</p><p> </p><p><strong>Captain Roft Grinkar, Male Human (6’3”), Bar3:</strong> CR 3; HD 3d12+3 (hp 35); Init +6; MV 40 ft.; AC 16; Atk +6 (Great ax 1d12+3); SA Rage; SQ Uncanny dodge (dex bonus to AC); ALI CE; SV Fort +4, Ref +3, Will +2; Str 15, Dex 14, Con 12, Int 11, Wis 12, Cha 14.</p><p> <strong><em>Skills and Feats:</em></strong> Swim +8, Climb +8, Wilderness Lore +7, Intuit Direction +7, Intimidate +8; Power Attack, Improved Initiative, Weapon Focus (Greatax) </p><p> <em>Rage:</em> +4 Str, +4 Con (+6 hp), +2 to will saves for 6 rounds.</p><p> <em>Possessions:</em> Chain Shirt, Greatax (100 gp stashed in his cabin)</p><p>Roft will try to avoid trouble if he can help it and much of the time will be aboard his ship, the Raging Sea. He is fairly new to the task of captaining a ship, having just taken control of this one. But as much as he wants to avoid trouble, he won’t let his men be slaughtered nor will he leave them in a prison. </p><p></p><p><strong>First Mate Ritter, Male Human (5’10”), Fgt 2:</strong> CR ; HD 2d10+2 (hp 18); Init +5; MV 30 ft.; AC 14; Atk +5 (longsword 1d8+1), +4 ranged (longbow 1d8); ALI LE; SV Fort +4, Ref +1, Will +2; Str 12, Dex 12, Con 13, Int 14, Wis 14, Cha 11.</p><p> <strong><em>Skills and Feats:</em></strong> Swim +6, Climb +6, Profession (sailor) +7, Use Rope +3, Navigate +4; Improved Initiative, Expertise, Weapon Focus (Longsword), Weapon Focus (Longbow)</p><p><em>Possessions:</em> Masterwork Longsword, Leather Armor, Shield, Longbow (20 arrows) (250 gp in his bunk).</p><p></p><p>Ritter is a quite sort, but in a lethal way. He keeps discipline for Roft and sees to the needs of the crew. Any pirates met in his company will be on their best behavior. It is only when they get away from him they will misbehave. Ritter has spent most of his money on keeping his ship afloat.</p><p></p><p><strong>Pirates, Male Humans, War1 (20):</strong> CR 1/2; HD 1d8+1 (9); Init +6; MV 30 ft.; AC 14; Atk +2 (shortsword 1d6+1); ALI CE; SV Fort +3, Ref +2, Will -1 Str 13, Dex 14, Con 13, Int 9, Wis 9, Cha 10.</p><p> <em>[/b]Skills and Feats:</em>[/b] Climb +5, Profession (Sailor) +3; Dodge, Improved Initiative</p><p> <em>Possessions:</em> Leather Armor, club, short swords</p><p></p><p>This is a green crew, most of them new hands, who have just had their first successful piece of action. They are quite full of themselves but being novices, they are also easily cowed once they have been defeated.</p><p></p><p><strong>Treasure:</strong> On board the Raging Sea, the pirates have quite a bit of loot which they intend to sell in either Zoa or Aasaer when some of the heat is off of them. All told it has a value of 1200 gp.</p><p></p><p>Not to be overlooked in value is the Raging Sea. She is an old ship, but is built for speed and still rather sturdy. Roft obtained her when he killed the old captain, arranged a new crew and sailed her out of Aesar. She is outfitted with a Ballista and the crew can use this to shoot bolts, a net, or a grappling hook, depending on the need of the situation. She can hold a crew of 22 and carry up to 120 tons of cargo. She has an average speed of 2 ½ miles per hour (60 miles/day).</p></blockquote><p></p>
[QUOTE="Wicht, post: 298668, member: 221"] [b][u]A rowdy group of Cut-throats[/u][/b] In Taesoo, Froima is gone. Taking advantage of this is a group of Pirates. They are from a vessel anchored in the bay near Taesoo, on a shore leave. The captain, who has just sank a merchant ship, is trying to maintain a low profile. However some of his men think they should have the run of the town. They bully and extort and get drunk. Chasing them out of town will involve fighting the whole crew more or less. The captain will not stand for his crew being locked up and will attack any building they are held in, preferably under cover of night. The PCs must figure out how they wish to handle this – with violence or through diplomacy. Either way, in the absence of Froima, the townsfolks will turn to the PCs for help. [b]Captain Roft Grinkar, Male Human (6’3”), Bar3:[/b] CR 3; HD 3d12+3 (hp 35); Init +6; MV 40 ft.; AC 16; Atk +6 (Great ax 1d12+3); SA Rage; SQ Uncanny dodge (dex bonus to AC); ALI CE; SV Fort +4, Ref +3, Will +2; Str 15, Dex 14, Con 12, Int 11, Wis 12, Cha 14. [b][i]Skills and Feats:[/i][/b][i][/i] Swim +8, Climb +8, Wilderness Lore +7, Intuit Direction +7, Intimidate +8; Power Attack, Improved Initiative, Weapon Focus (Greatax) [i]Rage:[/i] +4 Str, +4 Con (+6 hp), +2 to will saves for 6 rounds. [i]Possessions:[/i] Chain Shirt, Greatax (100 gp stashed in his cabin) Roft will try to avoid trouble if he can help it and much of the time will be aboard his ship, the Raging Sea. He is fairly new to the task of captaining a ship, having just taken control of this one. But as much as he wants to avoid trouble, he won’t let his men be slaughtered nor will he leave them in a prison. [b]First Mate Ritter, Male Human (5’10”), Fgt 2:[/b] CR ; HD 2d10+2 (hp 18); Init +5; MV 30 ft.; AC 14; Atk +5 (longsword 1d8+1), +4 ranged (longbow 1d8); ALI LE; SV Fort +4, Ref +1, Will +2; Str 12, Dex 12, Con 13, Int 14, Wis 14, Cha 11. [b][i]Skills and Feats:[/i][/b][i][/i] Swim +6, Climb +6, Profession (sailor) +7, Use Rope +3, Navigate +4; Improved Initiative, Expertise, Weapon Focus (Longsword), Weapon Focus (Longbow) [i]Possessions:[/i] Masterwork Longsword, Leather Armor, Shield, Longbow (20 arrows) (250 gp in his bunk). Ritter is a quite sort, but in a lethal way. He keeps discipline for Roft and sees to the needs of the crew. Any pirates met in his company will be on their best behavior. It is only when they get away from him they will misbehave. Ritter has spent most of his money on keeping his ship afloat. [b]Pirates, Male Humans, War1 (20):[/b] CR 1/2; HD 1d8+1 (9); Init +6; MV 30 ft.; AC 14; Atk +2 (shortsword 1d6+1); ALI CE; SV Fort +3, Ref +2, Will -1 Str 13, Dex 14, Con 13, Int 9, Wis 9, Cha 10. [i][/b]Skills and Feats:[/i][/b] Climb +5, Profession (Sailor) +3; Dodge, Improved Initiative [i]Possessions:[/i] Leather Armor, club, short swords This is a green crew, most of them new hands, who have just had their first successful piece of action. They are quite full of themselves but being novices, they are also easily cowed once they have been defeated. [b]Treasure:[/b] On board the Raging Sea, the pirates have quite a bit of loot which they intend to sell in either Zoa or Aasaer when some of the heat is off of them. All told it has a value of 1200 gp. Not to be overlooked in value is the Raging Sea. She is an old ship, but is built for speed and still rather sturdy. Roft obtained her when he killed the old captain, arranged a new crew and sailed her out of Aesar. She is outfitted with a Ballista and the crew can use this to shoot bolts, a net, or a grappling hook, depending on the need of the situation. She can hold a crew of 22 and carry up to 120 tons of cargo. She has an average speed of 2 ½ miles per hour (60 miles/day). [/QUOTE]
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