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Gorbash Kazdar
2006-09-24, 09:34 PM
CAPTAIN BRIGHTWING AND GRADDOC THE THUNDERBOLT (Pirate & Sidekick)

When they are first told tales of Captain Brightwing of the Nightingale, many think a joke is being played upon them. Surely, the very concept of a pixie pirate is some sort of elaborate prank?

Her victims, however, aren’t laughing any more.

Brightwing, her famed ship, and her ever growing pirate fleet, first appeared just over a decade ago. The pixie and her ship appeared as if out of thin air, in search of a crew. Graddoc was already with her by then, and remains her staunchest ally. Together, they have cut a swath across the high seas, pulling off daring raids and defeating all challengers, whether they be armed merchants, bounty hunters, other pirates, or even the naval forces of great kingdoms. Known as the Songbirds, Brightwing’s band of corsairs are romantic heroes to many. Though as bold and capable as any buccaneer, the Songbirds follow a peculiar code of honor and fair play. Of course, they have no more qualms about raiding a merchant ship without warning than any other pirates.

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CAPTAIN BRIGHTWING
http://www.gorbashkazdar.com/Brightwing.gif
“Don’t worry, it’ll work perfectly! I have a plan.”

Brightwing herself was nothing more than an unknown sprite a mere fifteen years ago. The only interesting thing about her was her home – a derelict ship she had found in a marshy estuary. The vessel was overgrown with vegetation, but remarkably still seaworthy. Brightwing found the ship a perfect place to make her home. Like an island, it was easily defendable, and the cabins were still luxurious, if not in the best repair and rather old-fashioned in their appointments.

If not for chance, Brightwing and her ship might have stayed unknown. Instead, luck brought a fugitive to the pixie’s doorstep – Graddoc. Brightwing wasn’t afraid of anything, not even the giant half-dragon, and immediately let him know she didn’t appreciate him showing up unannounced and making himself at home on her ship. Graddoc was surprised to be challenged by such a tiny creature, but he was so impressed by her self-assurance and complete lack of fear that he apologized. Seeing no reason to stay angry with him, Brightwing decided to let him stay.

However, Graddoc hadn’t escaped as cleanly as he’d thought, and a party of adventurers found Brightwing’s ship. In the ensuing fight, Brightwing happened to alight on the ship’s wheel to get a better shot, and accidentally activated the Nightingale’s commanding serenade ability. Most of the adventurers were knocked overboard by the vessel’s sudden movement, and Graddoc made sure the rest soon joined them.

Now in possession of her own obviously enchanted ship, Brightwing decided to make a name for herself, and she figured the best way to do that – and get rich along the way – was to become a pirate. Graddoc was happy to join her, and so began the career of one of the most unusual, and eventually one of the most feared, pirates to sail the high seas.

Personality: Brightwing is enthusiastic, impulsive, energetic, and surprisingly commanding. Her charisma and natural energy are so intense and engaging that many find themselves following along with her before they realize what’s going on. Brightwing is constantly on the move, coming up with new ideas and plans. Her natural intelligence allows her to formulate plans quickly, so her while her snap decisions may seem to come out of nowhere sometimes, she’s so fast on her feet that they nearly always work out, often in spectacular fashion. Brightwing is also a master of the political game, and has contacts in just about every port feeding her information and carrying out small errands on her behalf. Few can keep up with Brightwing, which is just the way she likes it.

Description: Brightwing is short and petite even for a pixie, though her personality makes her seem much larger. She has sea-green hair and fair skin, with bright violet eyes. Her wings are banded in light yellow, pink, and light blue. She favors bright colors in her normal clothes, and always wears a well-made tricorne hat when onboard the Nightingale. She carries a matching pair of swords, a rapier and a cutlass. Both are fine blades, with gold-wire basket hilts. Her preferred weapon, though, is an extremely well made light crossbow she had custom built by a master gnomish craftsman.

Combat: Brightwing prefers to let Graddoc handle the close-in fighting when they take a prize, staying back to command the ship and provide buffs and magical support. She also will use her crossbow on targets of opportunity, particularly to disrupt enemy casters. If forced into melee, she will use her innate invisibility and flight to her advantage.

Captain Brightwing (Pirate)
Female Pixie Bard 6/Honorable Dread Pirate 6
Size/Type: Small Fey
HP/HD: 74 hp (6d6+6d8+24)
Initiative: +7
Speed: 20 ft., fly 60 ft. (good)
Armor Class: 25 (+1 size, +7 Dex, +6 mithral shirt, +1 ring of protection), touch 19, flatfooted 25
Base Attack/Grapple: +10/+5
Attack: +18 +1 rapier melee (1d6, 18-20/x2) or +19 +1 seeking light crossbow ranged (1d8+4, 19-20/x2)
Full Attack: +18/+13 +1 rapier melee (1d6, 18-20/x2), +16/+11 +1 rapier and +16 +1 cutlass melee (1d6, 18-20/x2 and 1d4, 19-20/x2), or +19 +1 seeking light crossbow ranged (1d8+4, 19-20/x2)
Space/Reach: 5 ft./ 5 ft.
Spell-like Abilities: 1/day – lesser confusion (DC 17), dancing lights, detect chaos, detect good, detect evil, detect law, detect thoughts (DC 18), dispel magic, entangle (DC 17), permanent image (DC 20; visual and auditory elements only), polymorph. Caster level 8th.
Special Abilities: Acrobatic charge, bardic knowledge (+18), bardic music (countersong, fascinate, inspire competence, inspire courage +1, suggestion), fearsome reputation +4, luck of the wind, rally the crew +1, seamanship, steady stance
Special Qualities: Damage reduction 10/cold iron, greater invisibility, low-light vision, spell resistance 27
Saves: Fort +6, Ref +17, Will +8
Abilities: Str 9, Dex 24, Con 14, Int 16, Wis 12, Cha 22
Skills: Appraise +11 (8 ranks), Balance +11, Bluff +21 (15 ranks), Diplomacy +22 (12 ranks), Knowledge (geography) +15 (12 ranks), Perform (sing) +21 (15 ranks), Profession (sailor) +27 (15 ranks), Sense Motive +16 (15 ranks), Spot +11 (10 ranks), Swim +4 (4 ranks), Tumble +22 (15 ranks), Use Rope +11 (4 ranks)
Feats: Crossbow Sniper, Leadership, Quick Draw, Two-Weapon FightingB, Weapon Finesse, Weapon Focus (light crossbow)
Challenge Rating: 16
Possessions: +1 seeking light crossbow, +1 rapier, +1 cutlass, +2 mithral shirt, +1 ring of protection, +2 gloves of Dexterity, magificent captain's coat, tricorne hat, sextant, spyglass, adventurer’s kit, spell component pouch, map case, explorer’s outfit, 40 bolts
Alignment: Chaotic Neutral
Spells per Day/Known: 0-level – 3 (6), 1st – 5 (4), 2nd – 4 (3)
Spells Prepared/Known: 0-level – detect magic, know direction, prestidigitation (lullaby mage hand, read magic), 1st – cure light wounds x2, charm person, comprehend languages, Tasha’s hideous laughter, 2nd – cure moderate wounds, hold person, silence

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GRADDOC THE THUNDERBOLT
“We’ll make it work – I don’t know how yet, but we will.”

Graddoc has always been an outsider. His unusual mixed heritage – counting dragon, ogre, and human as ancestors – and resulting fearsome appearance meant that few responded to him with anything save fear. Moreover, he was an orphan, growing up on the streets of a large city. However, even at a young age Graddoc’s incredible strength and powers allowed him to escape receiving the same kind of abuse other outcasts, such as half-orcs, usually received. Still, his youth was a constant struggle.

At age 14, Graddoc was approached by an unusual human. The man offered to have Graddoc trained in the arts of warfare, revealing to him the path of the martial adept. In exchange, Graddoc would become the man’s servant. Seeing no other way out of his lowly existence, Graddoc quickly agreed. Over the next seven years, Graddoc underwent intense training under the guidance of a series of tutors and gurus, each drilling him in a series of weapon techniques, maneuvers, stances, and tactical doctrines. Graddoc found he had a talent for combat, and enjoyed the challenge of it. Moreover, he was far more intelligent than many realized, and he took advantage of his master’s libraries as well.

During his training, Graddoc would occasionally act as his master’s bodyguard or engage enemies. He was never defeated. However, the more he saw, the more suspicious and uneasy he grew. Eventually, he came to understand that his master was a fearsome necromancer, who was engaged in a myriad of frightening and devious plans. Graddoc had no particularly love for society, and no strong ties to the cause of justice or good, but these plans involved crimes so great that he could not bear the weight they placed on his conscience. So, when acting as bodyguard on one of the necromancer’s trips, Graddoc seized a chance and slew the man with a surprise attack, then fled into a nearby marsh.

Shortly thereafter, he discovered Brightwing’s ship, and soon became a close friend of hers. Graddoc was impressed by the pixie’s energy, and the fact that she had absolutely no fear of him. His loyalty was completely won over, though, when she treated him as an equal and as real person, rather than as a monster or a servant. When Brightwing decided to turn pirate, Graddoc went along without hesitating. They choice has made him a great deal of treasure and fame, but most of all Graddoc values the camaraderie he has with his captain and their crew.

Personality: Graddoc’s long experience as a warrior has left him cynical, and he takes nothing at face value. He is almost impossible to discomfit, and rarely shows any anger. He’s also almost impossible to surprise – save for when it comes to Brightwing, who still manages to catch him offguard with her wild schemes, even after all these years. However, he knows her ideas usually pan out, and does his best to facilitate them.

Description: Graddoc is truly immense, standing over eight and a half feet tall, and weighing over four hundred pounds. He has rough skin, covered in spots by bronzed scales, and massive bronze dragon wings. He has black horns, and numerous fangs. Graddoc wears simple but well-made armor and favors modest but functional clothes. His immense sword, also called The Thunderbolt, is his most ornate possession. Its blade is inlaid with bronze in the style of lightning bolts, and occasional blue-white arcs of electricity jump along the weapon. Graddoc values the weapon greatly, but he has somewhat mixed feelings about it, as it was given to him by his former master.

Combat: Graddoc likes to lead from the front, especially when he has allies with him. His martial powers and his skill with the fullblade are at the most effective when combined with the abilities of others. On the cramped quarters of a ship’s deck, he can easily control a large portion of the battlefield. Graddoc’s ability to fly also allows him to drop in where he would be most effective, often bypassing the initial lines of defense of his opponents. Graddoc will fight to the death to defend Brightwing or the Nightingale, but will withdraw from a boarding action that proves more dangerous than expected. He will not leave a comrade behind if he can help it. Graddoc will use his breath attack if an opportunity presents itself, but only if he can hit more than one foe with it, and generally not against those close to his own strength, as he knows it isn’t very effective against such enemies.

Graddoc the Thunderbolt (First Mate/Sidekick)
Male Half-Dragon (Bronze) Half-Ogre Warblade 12
Size/Type: Large Dragon
HP/HD: 143 hp (12d12+60)
Initiative: +2
Speed: 30 ft., Fly 60 ft. (average)
Armor Class: 27 (-1 size, +2 Dex, +7 +2 breastplate, +9 natural armor ), touch 11, flatfooted 27
Base Attack/Grapple: +12/+24
Attack: +23 +2 shock fullblade (http://www.giantitp.com/cgi-bin/yabb/YaBB.pl?board=homebrew;action=display;num=11562003 76;start=0#0) melee (3d6+15+1d6, 19-20/x2) or +14 sling ranged (1d4+9, x2)
Full Attack: +23/+18/+13 +2 shock fullblade (http://www.giantitp.com/cgi-bin/yabb/YaBB.pl?board=homebrew;action=display;num=11562003 76;start=0#0) melee (3d6+15+1d6, 19-20/x2) or +14 sling ranged (1d4+9, x2)
Space/Reach: 10 ft./10 ft.
Special Attacks: Battle ardor (+1 to confirm crits), battle cunning (+1 damage versus flat-footed or flanked opponents), breath weapon 1/day (60 ft. line of lightning, 6d8, Ref DC 12)
Special Qualities: Battle clarity, battle skill (+1 to oppose bull rush, disarm, feint, sunder, or trip), darkvision 60 ft., low-light vision, immune to electricity, sleep, and paralysis, improved uncanny dodge, uncanny dodge
Saves: Fort +14, Ref +8 (+7 when flat-footed), Will +5
Abilities: Str 28, Dex 14, Con 20, Int 12, Wis 10, Cha 8
Skills: Diplomacy +11 (12 ranks), Intimidate +14 (15 ranks), Martial Lore +16 (15 ranks), Profession (sailor) +7 (7 ranks), Swim +7 (4 ranks), Tumble +14 (15 ranks)
Feats: Exotic Weapon Proficiency (fullblade (http://www.giantitp.com/cgi-bin/yabb/YaBB.pl?board=homebrew;action=display;num=11562003 76;start=0#0))
Challenge Rating: 14
Possessions: +2 shock fullblade (http://www.giantitp.com/cgi-bin/yabb/YaBB.pl?board=homebrew;action=display;num=11562003 76;start=0#0), +2 breastplate, gauntlets of ogre power, cloak of resistance +1, amulet of natural armor +1, sling, sextant, spyglass, adventurer’s kit, pouch, map case, explorer’s outfit, 20 bullets
Alignment: Chaotic Neutral
Maneuvers and Stances Known: (IL 12th)
Stances – absolute steel (3rd), bolstering voice (1st), tactics of the wolf (3rd level)
Strikes – charging minotaur (1st), leading the attack* (1st), steel wind (1st), stone bones (1st), tactical strike* (2nd), white raven strike* (4th), elder mountain hammer (5th)
Boosts – order forged from chaos* (6th), white raven tactics* (3rd)
Disciplines: Iron Heart, Stone Dragon, White Raven
* Readied maneuver

Gorbash Kazdar
2006-09-24, 09:34 PM
THE NIGHTINGALE (Ship & Treasure)

Of all the vessels plying the seas, few can match the Nightingale in speed, stealth, or fame – and none match her in all three. Like all elven wingships, the Nightingale is a unique design. She has a long, slim hull with a relatively shallow draft, and two tall masts at rakish angles. She carries significantly more yardage of canvas than almost any other ship of her size and build, and her bottom is plated with copper. No ship has ever caught the Nightingale in a stern chase. An oversized rudder and responsive helm make her extremely maneuverable as well.

The Nightingale is as stunning in appearance as she is in performance. The original fixtures and paint had been worn out by her long abandonment, so one of Brightwing’s first tasks was restoring them. Her hull is of solid oak, and painted over in a dark, rich blue, save for a trio of broad horizontal stripes that match the color of her current captain’s wings. The ship is trimmed in silver, and her stern cabin features magnificent stern-to-floor windows, and luxurious appointments. Her sails are designed to resemble stylized bird’s wings, and are light blue in color. Overall, even when standing still, the Nightingale looks as fast as she is. The singular defining feature of the ship, though, is her figurehead. It consists of a carving of a trio of winged women, the central figure holding a harp and appearing about to burst into song, flanked by a pair of figures holding woodwind instruments ready to play.

In addition to its magnificent mundane construction features, the Nightingale has been enhanced with magic. Her holds are partially extradimensional, allowing her to carry not only more cargo than normal, but to do so with without limiting her speed. This is only the least of her fantastic abilities, though. The vessel was sealed with sovereign sealant when constructed, and Brightwing has added everfull sails, secure lines, and a captain’s lantern over the years. Moreover, the Nightingale’s original builders gave her several unusual powers. For anyone with bardic music abilities, expending uses of those abilities while at the ship’s helm can grant the ability to sail the ship alone, to disguise her as another vessel or make it disappear entirely, or to protect her and her crew from the ravages of a storm. Whenever one of these abilities is activated, an unusual song issues forth from the ship.

The true origins of the Nightingale are a mystery known to very few – even Brightwing did not learn the full story until recently. The Nightingale was originally built for an elven prince as his personal vessel. He was a renowned bard, which explains the vessel’s unique abilities. The prince sailed it for nearly a century, hunting pirates and rebels, serving as a courier, and engaging in the odd bit of exploration. However, nearly a century and a half ago, the Nightingale, her crew, and her original captain disappeared into thin air. The ship did not renter history until just over a decade ago, when a young pixie made it her home.

The Nightingale
Enchanted Wingship
Colossal Vehicle
Seaworthiness +4
Shiphandling +4
Speed: Sails 135 ft. (good) (wind x 45 ft.; everfull sails maintain constant strong/x3 wind speed)
Overall AC: -3
Hull sections: 12 (Sink 4 sections)
Section HP: 150 (hardness 8)
Section AC: 3
Ram: 4d6
Mounts: 3 ballistae, 1 davit w/launch
Space: 60 ft. by 10 ft.
Height/Draft: 10 ft./10 ft.
Complement/Watch: 30/5(1)
Cargo: 30 tons (Speed 90 ft. [wind x 30 ft.] if 15 tons or more) plus 20 tons extradimensional
Special Qualities: Captain’s lantern, everfull sails, extradimensional holds, Nightingale's ballads, secure lines, sovereign sealant

Magical Enhancements: The Nightingale has been improved with a captain's lantern (constant alarm effect on ship; creates tokens, possessor of token does not set off alarm), everfull sails (sails always have wind, included in stats), secure lines (crew designated by captain gains bonus to Balance and Climb on lines, lines catch crew who fall), and sovereign sealent (makes ship harder to sink, included in stats).

Extradimensional Holds: On each side of the Nightingale's normal hold, a large hatchway opens into an additional hold large enough to fit 10 more tons of cargo, for a total of 20 additional tons of hold space. If the ship enters an area where magic does not function, to hatches disappear, leaving a smooth bulkhead. They reappear, closed, when the ship leaves such an area. Should someone be trapped within, each hold has enough air to support a single medium sized creature for 72 hours, but the hatchway can normally be opened from either side.

Nightingale's Ballads: The Nightingale's first captain was a reknowned bard, and the vessel was enchanted to work in concert with his abilities. If a character with bardic music abilities touches the ship's helm, he or she may expend one daily use of those abilities as a standard action to activate one of the following effects. When each of these effects is activated, a song issues forth from the ship itself, unique to each effect.
Commanding serenade - For four hours, and as long as the bard maintains his or her hold on the helm, he or she can sail the vessel alone without leaving the helm. The Nightingale's Shiphandling bonus decreases to +2 and its maneuverability decreases to average while the ship is operated in this manner. As long as this effect is active, the musical effect continues.
Obfuscating nocturne - The Nightingale is wrapped in illusion, allowing it to disappear or disguise itself as another vessel - even another class of vessel, as long as it is of the same size - for one hour. The character activating this ability may choose, as a full round action at the time of activation, to expend more than one daily bardic music use to extend the duration of the effect by one hour per use expended. The activator need not maintain contact with the helm for this effect to continue. The activator can dismiss the effect by touching the helm and taking a standard action to concentrate. The Will save to disbelieve the illusion is 10 + the activator's Charisma modifier + the activator's bard levels. The musical effect lasts for one minute after the activation or deactivation of this ability; the activator may choose to supress this effect.
Storm aria - For four hours, the Nightingale is protected from the worst effects of storms. Severe and windstorm conditions are instead treated as strong, and hurricane and dire gale conditions are treated as severe. This protection extends to the crew, but it does not decrease the penalties to range attacks from wind or precipitation nor the Spot and Listen penalties due to precipiation. The character activating this ability may choose, as a full round action at the time of activation, to expend more than one daily bardic music use to extend the duration of the effect by four hours per use expended. The activator does not need to stay in contact with the helm to maintain this ability. As long as this effect is active, the musical effect continues.

Gorbash Kazdar
2006-09-24, 09:34 PM
THE SONGBIRDS (Crew & Allies)
About five years ago, Brightwing hit upon the idea of starting what she called an association of pirates, who would work together to take on bigger prizes, share information and resources, and agree not to interfere with each other’s work. She decided to call this group the Songbirds, since the two ships initially involved were the Starling and her own Nightingale. In theory, each captain or ship’s master and most of the officers have a say in what the group does, but no one has yet challenged Brightwing’s decisions when she puts her foot down.

All ships that are part of the Songbirds fly the same colors, along with their own individual colors. The Songbird colors consist of the silhouette of a flying nightingale in red on a black field.

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CREW OF THE NIGHTINGALE
The Nightingale’s colors are Brightwing’s personal ones – a star over crossed cutlasses in white, on a black field.

Tarrin "Lucky Tar" (N Halfling Bard 5/Spymaster 6) - Quartermaster/Cook: “Pull up a stool and tell Lucky Tar your troubles.” Tarrin joined the crew about seven years ago on Brightwing’s invitation. As far as most of the crew knows, the Halfling is a former innkeeper with a knack for rubbing two coppers together to make a third and a recipe book that rivals many spellbooks in size, complexity, and defenses. These things are true, but they’re far from the whole story. Tarrin was a former spymaster who sold his services to the highest bidder, and traded information with Brightwing. A contract gone bad convinced Tarrin he needed to get away for a while, and the Nightingale seemed like a good choice that would offer sanctuary and some excitement. Tarrin found he enjoyed piracy so much, he hasn’t even tried to go back to his old life. Tarrin is a middle-aged Halfling, and is very personable and always willing to listen. He’s also almost as loyal to Brightwing as Graddoc is, and any hints of mutiny or other discontent among the crew goes straight from his ears to hers (though he keeps distance in public, so none but Graddoc know of this alliance). Tarrin is a lucky sod, partly because he’s very good at cheating, and partly because he really is just plain lucky, most of the time.
Liana (CN Elf Rogue 3/Ranger 3/Scarlet Corsair 5) – Sailmaster: “If it can float, I can sail it.” When the Nightingale first went pirate, neither Graddoc nor Brightwing had much experience with ships, so their first hire was Liana, an experienced sailor. Liana may have embellished her resume a bit to get the job, but Brightwing has never regretted bringing her aboard. However, Liana is beginning to become a bit frustrated. Her one-time pupil has surpassed her in skill, rendering her position somewhat precarious. She also knows she’ll never supplant Graddoc as first mate. Though Liana remains loyal to Brightwing, as the pixie’s crazy schemes have made her quite rich, she longs to captain her own ship. Unbeknownst to Liana, Brightwing intends to fulfill this dream by giving her the Raven, once Valarion and Anastria have been dealt with.
Kaila & Laika (N Catfolk Rogue 5/Thief-Acrobat 6) - Masters at Arms: “Don’t mind us, we’re just here to take your stuff.” Twin sisters, Kaila and Laika are unlikely sailors. Originally the two were street urchins, surviving by picking pockets and other petty theft. Eventually they graduated to second-story work, and were in good standing with the thieves’ guild. However, they longed to see the world, and when Brightwing came calling for new crew, they willingly answered. They are close to Graddoc, who has a similar background to them – in fact, they have an crush on the first mate, though he hasn’t realized it yet. The sister’s skill at arms and comfort with working with Graddoc have led to their attaining the rank of Master at Arms for the Nightingale. The two are almost as alike in personality as they are in looks, and rarely are seen separated. They have a devil-may-care attitude, but are loyal to their friends. Most cannot tell them apart, though Brightwing and Graddoc both have always been able to, for some reason.
Arthur "Hammer" Stonehammer (NG Half-Dwarf (http://www.giantitp.com/cgi-bin/yabb/YaBB.pl?board=homebrew;action=display;num=11597509 44) Rogue 10) – Artillerist: “Aye, you could do it that way – if you wanted to get yourself killed.” Hammer is an even less likely pirate than the sisters, having been born hundreds of miles from the sea. He always had a love of tinkering, and his natural strengths led to applying that love towards warfare. Hammer was always curious about the sea, though, and when he finally saw it, fell in love. He joined the first crew he could, and has been aboard the Nightingale ever since. Hammer is taciturn and gruff by the Nightingale’s standards, and spends most of his time with his ballistae, tuning and retuning them for maximum effect. Otherwise, he’s usually found in Dylon’s company. He often serves as the voice of reason among the deckhands, especially when Dylon’s involved.
Dylon (CG Half-Elf Sorcerer 7/Sea Witch 3) - Master at Arcana: “I’m the best there ever was!” Dylon is the most recent addition to the crew, but he came highly recommended and rose to his current position as ship’s mage very quickly. Though young, he has great arcane talent. Dylon grew up in a wealthy merchant family in a coastal city, but was too flamboyant and adventure-loving to be a mere merchant. Only Brightwing herself is more audacious and ostentatious than the young half-elf. Dylon became a close friend, and then lover, of Hammer, despite – or perhaps because of – the great differences in their personalities.
Kylan "Deacon" Ward (CN Human Cleric of Olidamarra* 10) – Chaplain: “Ah, a fat merchant vessel on the horizon! Let us call to worship.” The Deacon doesn’t talk much about his past, but he has served as the spiritual advisor for various pirates for many years. He has a sharp tongue and a sharper wit, and is always quick with a sardonic comment to lighten the mood. As far as he’s concerned, piracy is worship, and he’s pious enough to feel the more, the better. The Deacon is somewhat of an enigma, and is the crew member Brightwing trusts the least, but because he is quite competent and quite amusing, she hasn’t pried too hard into his past.

*Mask in Forgotten Realms (change alignment to N), and The Traveler in Eberron

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CREW OF THE STARLING
The Starling is the personal brig of the Three Thorns – the Thornsage siblings, Martel, Anira, and Sara. Originally commissioned as privateer vessel to hunt slavers, the Starling’s captains were falsely accused of slaving themselves. Brightwing owed them for rescuing a friend, and returned the favor, sending Graddoc to bust them out while she recovered their ship. Since then, the Thornsages have worked closely with Brightwing, sharing intelligence and resources, though the Starling continues to prey only on slavers. Occasionally the crew also takes on exploration, searching out ancient ruins, or go raiding to recover artifacts stolen from those who have been enslaved.

The Starling is a fast ship, though mundane. She flies green canvas, and her hull is painted dark green and brown. Slavers fear her, and those forced into bondage long to see green sails on the horizon.

The Starling’s individual colors are three green thorns arranged in a circle on a black field.

Martel Thornsage (CG Halfling Swordsage 11) – Captain: “I’ve only got one eye, and even I can see it’s a bad idea.” Martel is the eldest brother, and the one most interested in sailing and piracy in a general sense. Though he is happy to aid his sisters’ goals, Martel would be the first to abandon their flimsy argument to legal protection as privateers. Martel is also the best fighter, and leads boarding parties. During one raid, Martel lost his right eye, and wears a patch over it. The patch has an enchanted eye painted on it, though, allowing him to see as well as if he still had the eye. Martel is a bit of a pessimist, and often is left the task of trying to keep Sara reigned in, which would be enough to make anyone sigh.
Anira Thornsage (NG Halfling Wizard (Diviner) 7/Loremaster 4) - Vice-Captain/Master at Arcana: “I think I’ve read about something like this somewhere…” The elder sister, Anira is the Thornsage least interested in sailing and piracy. In fact, she seems as if she would be more at home in a library. However, she has found that accompanying her siblings often gives her access to knowledge she’d never find elsewhere, and she does enjoy a bit of excitement now and then. Though worse than useless on deck, Anira’s esoteric learnings have gotten the Starling out of more than its fair share of close calls, and her divinations mean they are almost always in the right place at the right time and nearly impossible to surprise.
Sara Thornsage (CG Halfling Lurk 5/Ebon Saint 6) - Vice-Captain/Quartermaster: “I will not rest while a single person remains in bondage!” The Starling’s campaign against slavers is Sara’s obsession. A close friend of hers was captured and sold, and that had a profound effect upon her. Sara will do anything to stop the trade, and find disrupting the transport of human cargo a very effective way to further that goal. Sara is a passable sailor, but often comes at odds with the others when they deviate from pursuing the goal of ending the slave trade once and for all.
Catarina "Black Cat" Scheppen (N Gnome Soulknife 5/Soulbow 4) - First Mate: “If you can’t tell a mainsail from a jib, get off my deck!” Martel’s right hand and the one who keeps the ship in order, Cat is an experienced sailor and has just as strong a personality as any of the Thornsages. They value her opinion in matters of sailing greatly. Cat is also Martel’s lover; Martel plans on asking her to marry him soon, and his sisters have already agreed to make her a Vice-Captain, so the Three Thorns will soon be Four. Cat demands perfection from those serving under her, but she’s also a great teacher and will make certain a new deckhand is prepared before she has to rely on him or her for a critical task.
Duncan "Wild Dun" Scheppen (CN Gnome Artificer 9) – Artillerist: “I wonder what would happen if I mixed this with that…” Cat’s somewhat unstable brother, Dun is the epitome of the mad tinkerer, and has come close to blowing himself – and part of the ship – up more than once. Cat usually keeps him in check, but his hair-brained schemes can only be contained so long. Anira and Dun have an unusual friendship; they value and admire each other’s input and expertise, but Anira sees Dun as a loose cannon, while Dun thinks Anira is a bit of a worrywart. Despite the efforts of Cat and Martel, the two are insistent that they remain only friends.
Nakan "Old Nak" (N Goblin Druid 9) – Sailmaster: “You’ll understand when you’re my age. If you live that long. Oh, well.” Old Nak is an extremely aged goblin who was thrown out of his tribe by a younger challenger, and was then enslaved by orcs. He was rescued by the Starling, and joined the crew out of gratitude. Old Nak is bemused by the crew’s youthful enthusiasm, and thinks their ultimate goal cannot be obtained – but he’s been wrong before, and besides, can’t hurt to try. He has a habit of trying to impart wisdom on his younger comrades via old goblin sayings, but they generally just leave their recipients bewildered.

[hr]
CREW OF THE RAVEN
The Raven is an elven wingship, like the Nightingale, but far different in appearance. She is a predatory ship, with red sails and a black hull. The Raven’s crew were privateers, but they turned pirate and joined Brightwing’s band. Since then, they’ve proved the most bloodthirsty of her allies, which causes the pixie some concern.

However, the Raven’s defection is a ruse. The elven nation that built the Nightingale in the first place were stunned to see it reappear at all, let alone as a pirate ship. In an effort to get it back quietly, they handpicked a command crew and told them to turn pirate to get close to Brightwing in order to take back the Nightingale. Unfortunately for the Raven, Brightwing sniffed out their plan very quickly, and is now working to eliminate most of the elven officers and then turn the vessel over to Liana. All she’s waiting for is the opportune moment.

The Raven’s individual colors are a gold tree on a red field – the traditional inverse of her nation’s flag, signifying her rebel status.

Lord Valarion (LN Elf Fighter 6/Duelist 6) - Ship's Master: “Yes, yes, that sounds acceptable. See to it, will you?” Valarion is no sailor, but he is completely loyal to the crown, and capable of carrying out a charade such as this. Moreover, he is a skilled fighter. Unfortunately, his lack of experience in naval matters has proved a liability for the Raven – one that the arrogant Valarion refuses to acknowledge. Valarion sees the completion of this mission as a step towards even greater rewards.
Captain Anastria (NE Elf Ranger 6/Dishonorable Dread Pirate 4) – Captain/Pilot: “By the gods, do your jobs or I’ll tie your ankles to an anchor and send you to the bottom myself!” Valarion’s conniving second in command, Anastria didn’t get the mission herself because the crown trusts her not a whit. Anastria cannot stand her superior, especially since she knows he is taking the credit for her successes and blaming her for his failures. So, with Heian’s aid, she plans to kill Valarion and take command herself. That way, when they return triumphant with the Nightingale, she’ll reap the rewards. Anastria is an excellent sailor and a skilled fighter. She is also utterly ruthless and trusts no one. However, she thinks she’s smarter than she actually is.
Heian (CN Elf Rogue 8) – Quartermaster: “As long as the Raven is in good hands, I am content.” Heian was the Raven’s original quartermaster. He has become enraged by the incompetence of Valarion and Anastria, and the complete idiocy of the crown. He cares only for the ship, and fears that if either of those two are left in command, it will be lost. However, he has no desire to command it himself, knowing that to be outside his ability. Instead, he is working as a spy for Brightwing, keeping her informed of Valarion and Anastria’s plans. He has also managed to become the confidant for each of them, and each thinks Heian is a staunch ally. The quartermaster longs to see the looks on their faces when they realize how thoroughly they’ve been doublecrossed.
Sialki (N Elf Duskblade 10) - Master at Arms: “Whatever. Wake me when the fighting starts.” Like Heian, Sialki has no loyalty to the elven nation, or to her commanders. In fact, Sialki doesn’t really care about anything as long as she’s getting paid and gets to fight on a regular basis. Of the officers, Sialki is the most mercenary, and the one who has taken to piracy the most enthusiastically. When Brightwing makes her move, Sialki will likely stand aside and negotiate a contract after the situation resolves itself.
Quarion (LN Elf Ninja 10) - Able Seaman: “I’m happy to serve, sir.” On the surface, Quarion is an eminently forgettable elven seaman of average skill. In reality, he is a highly trained and utterly devoted agent of the crown. The crown was forced to place Valarion and Anastria in command due to politics and the requirements of the plan, but wants to keep an eye on the two. Quarion has become increasingly concerned by his commanders' scheming and Heian’s suspicious behavior, and worries that the mission is in danger. Worse, he has been unable to report as regularly as he would have liked. However, he has thus far escaped the notice of Brightwing and his commanders, and is in a prime position to throw all their plans into chaos.
Merg Horat (CN Hobgoblin Swordsage 10) – Sailmaster: “Managing the sails is a lot less likely to get you killed than storming a deck, and just as likely to get you rich.” One of Brightwing’s visible agents on the Raven, Merg is a skilled mercenary marine who signed on with Brightwing in search of greater profits. He found them. The hobgoblin lost a hand in battle, and has a hook in its place. However, he considers it a fair trade, as it helped make his fortune, and also led to his being trained by Liana in the practice of sailing. When the Raven’s old sailmaster was killed in battle, Brightwing sent them Merg – and Valarion could hardly refuse without raising suspicions. Merg is actually a decoy, but he knows Brightwing is up to something – he can feel it in his bones. He doesn’t know the details, but he sleeps with his flail in his hand, so he’s read when whatever the plan is goes down.
Skar Redhand (CE Half-Orc Barbarian 4/Rogue 4) - Able Seaman: “Do I gets to hurt him yet?” Skar followed Merg in joining up with Brightwing, and came over when Merg joined the Raven. The half-orc isn’t the sharpest tool in the shed, but he knows a good deal when he sees one. Skar isn’t rich, but he hasn’t lacked for food, drink, or companionship since he joined, and gets plenty of chances to stay in practice with his greataxe, so he couldn’t be happier. He does find the elves of the Raven annoying, but he surprisingly enough gets along well with Sialki, who sees him as a kindred, if uncouth, spirit. Skar knows he’s on the Raven to make sure the elves don’t do anything to Merg, though he’s not exactly sure why Merg’s on the ship in the first place.

Gorbash Kazdar
2006-09-30, 11:58 PM
SONGBIRD AFFILIATION
Scale: 5

{table]

Criterion
Affiliation Score Modifier


Character level
+1/2 PC’s level


5 or more ranks in Profession (sailor)
+2


5 or more ranks in Perform
+2


Can cast control weather or similar effect
+2


Sails on a successful raid with a Songbird crew other than the Nightingale
+4


Sails on a successful raid with the Nightingale
+6


Has own ship to add to the Songbirds
+6


Recruits a skilled sailor to join a Songbird crew (including own)
+2


Is an outlaw or known pirate
+3


Has no ranks in Profession (sailor), Balance, or Climb
-2


Is a former pirate hunter or member of a navy
-6


Is a current pirate hunter or member of a navy
-10


Disobeys a proper order, or acts against another Songbird
-10 and may be flogged or have shares revoked


Found to be plotting mutiny, causes the loss of a Songbird ship, or betrays another Songbird that leads to his or her capture or death
-50, are marooned, and black-listed (pariah executive power is used against you)

[/table]
Executive Powers: Raid, plunder, pariah.

{table]

Affiliation Score
Title, Benefits, and Duties


3 or lower
No affiliation


4-10
Able Seaman: This affiliation recruits you as a general crew member. Entitled to half a share of plunder.


11-20
Songbird Buccaneer: +2 competence bonus to Profession (sailor) and Perform checks on board a Songbird vessel. Entitled to a share of plunder.


21-29
Songbird Officer: +2 competence bonus to Intimidate checks. Entitled to share and a half of plunder, may participate in the Officer’s Council to determine decisions that affect affiliation as a whole. May exercise pariah power on blacklisted former members.


30 or higher
Songbird Captain: +2 to Leadership score. Entitled to two shares of plunder, may participate in the Officer’s Council to determine decisions that affect affiliation as a whole. Granted command of the next suitable prize vessel captured by the Songbirds, and 8 able seamen (Rogue 1/Fighter 1); must recruit further crew yourself.

[/table]

[hr]
ADVENTURE HOOKS

Your Past Always Catches Up to You Eventually: Several of the Nightingale's crew ended up signing on to get away from mistakes in their former lives. But it's hard to escape your past.
Though Graddoc killed his former master, he cannot forget how often the man said "Death is but an inconvenience." Worse, he is often kept up nights, worrying about what would happen if any of the necromancer's plans came to fruition. Graddoc is looking for a party of adventurers to look into whether or not the necromancer and his schemes are really dead and gone.
Tarrin knows he got out just ahead of the gods' know how many assassins looking to shut him up, and he's not naive enough to think he's safe even after all these years. Not because of grudges, but because he knows too much. The party could be hired by one of these old foes to silence the halfling permanently, or they could be hired by Tarrin or Brightwing to protect him. Alternatively, they could hear through their own contacts of an attempt on his life, and earn the favor of the Songbirds by preventing it.
The Deacon's past is a mystery, and he likes to keep it that way. However, Brightwing has always suspected that if she doesn't find out the truth, it could lead to disaster. The Captain is looking for a party to look into the enigmatic cleric's background - quietly.
On That Special Day: While in port, the party hears of a plan by the local authorities to raid Martel and Cat's wedding. Depending on alignment and associations, the party can choose to join in, or they can work to prevent the raid.

Raven's Fall: Brightwing is finally ready to move against the Raven, but she wants to be absolutely certain of victory. She's looking for a reliable group to act as bait to lure the Raven into a trap. In return, she's offering substantial rewards, in terms of both treasure and favors.

Raven's Call: The crown has been breathing down Lord Valarion's neck to finish the job, but the elf isn't sure his crew is powerful or trustworthy enough to pull it off, so he's asked for help. A party associated with the elven nation might be called in, or a party in trouble with the elves could be offered the chance to get back in good standing with them. Either way, the party will soon find themselves caught up in the political schemes of the Raven's dysfunctional crew, and will have to make hard choices about who they really owe their loyalty to.

Freedom!: Sara Thornsage is planning her most daring raid yet - a direct attack on a major slaving port. Brightwing has promised her aid, but only in the naval operations. Sara knows she needs help for the shore action, and is actively recruiting adventurers. There is no promise of reward, save for what can be plundered from the port - Sara is hoping that the justice of her cause will attract good-hearted warriors.

The Long Arm of Justice: The most obvious hook, of course, is for the party to be contracted to bring the infamous pirate to justice. It's a tall order, as the capabilities of the Nightingale and her crew make almost impossible to catch. If they succeed, however, the party may find themselves in possession of one of the greatest vessels ever built.

Gorbash Kazdar
2006-10-01, 07:28 PM
Finally, completely finished!

In case anyone's wondering, I actually came up with the idea of a pixie pirate while messing around with an Iron Avatarist entry. Thus, the first part of this entry that was completed was the image of Brightwing. After that, I had to figure out how to make the concept actually work...

I think it turned out ok.