Monday, May 18, 2015

More of Crossroads

After some technology-related delay, here are a few more area descriptions for the asteroid colony known as Crossroads.

7. Typical Homes
A typical home in the Crossroads colony is a simple affair. It has a common room (A) which is furnished with a table and chairs, along with a hearth for heating water and cooking meals. There is usually one larger bedroom (B) for the parents, along with smaller ones (C) for the children. All have beds, of course, but the larger bedroom boasts a wardrobe, while the smaller ones might have storage trunks. Finally, there is often a storage room (D) that can be used for other purposes as needed.

Unusual Inhabitants
Populating the Crossroads colony provides the GM with a good opportunity to introduce characters of unusual races into adventures. As such, here's a list of suggestions.

Bestiary / Creature
1 / Aasimar
1 / Lizardfolk
1 / Tengu
1/ Tiefling
2 / Fetchling
2 / Ifrit
2 / Oread
2 / Sylph
2 / Undine
3 / Catfolk
3 / Kappa
3 / Ratfolk
3 / Vanara
4 / Kitsune

8. The Obelisk
The center of life in the colony, albeit one that might easily be overlooked, is the elemental obelisk that provides warmth, breathable atmosphere and gravity to the asteroid city. This one stands in the middle of the grove, surrounded by a fence for protection—but nobody in one's right mind would try to damage this important structure. Right?

9. The Grove
As life continues to develop on this island in the void, this grove is a notable development. In addition to more common deciduous and coniferous trees, there are also some that bear fruit. It is all part of the druid Maelyrra's plan to turn this into a self-sufficient colony with its own recurring flora.

CR 7
XP 3200
Female elf druid 8
CG Medium humanoid
Init +1; Senses Perception +2; Low-light vision
AC 14, touch 13, flat-footed 11 (+1 Dex, +1 Dodge, +1 natural, +1 deflection)
hp 36 (8d8)
Fort +6, Ref +3, Will +9
Resist Elven immunities
Spd 30 ft.
Melee Weapon +6/+1 (None)
Ranged Weapon +7/+2 (None)
Special Attacks Elven magic
Str 10, Dex 12, Con 10, Int 10, Wis 18, Cha 16
Base Atk +6/+1; CMB +6; CMD 17
Feats Dodge, Natural Spell, Sea Tongue, Self-Sufficient
Skills Handle Animal +14, Heal +15, Knowledge (nature) +11, Survival +15, Swim +11
Languages Elven, Common
SQ Spells, nature bond, nature sense, wild empathy, woodland stride, trackless step, resist nature's lure, wild shape 3/day
Combat Gear Druid's vestments, amulet of natural armor +1, ring of protection +1

Born and raised in the embrace of the sea, the elf druid Maelyrra considered herself a protector of the waters and the plants and animals that inhabit it. To that end she spent most of her time in the form of an orca, traveling with her dolphin companion and bringing comfort to animals in need. She considers violence to be abhorrent, except for that which is required to survive per the natural order of the world. Her life changed drastically, however, when she found the corpse of an oma floating dead in the water, killed by an orc whaling crew. When another oma—the mate of the deceased—appeared in the air, seeking it, she realized that her mission had taken on a much broader scope. Eventually her travels led her to Crossroads, where she works to create a livable biosphere while also looking out for the orcs that killed the oma.

Sunday, May 10, 2015

Not All That Glitters Is Golden

Here's another Dropbox link for a Pirates of the Spanish Main adventure. It continues the series introduced in "All's Fair in Love and War" and "To the Victor Go the Spoils."

Not All That Glitters Is Golden


Sunday, April 26, 2015

To the Victor Go the Spoils

Here's a Dropbox link to another adventure for use with Pirates of the Spanish Main, but again one that can easily be converted for use with Skull & Bones. This one serves as a sequel to "All's Fair in Love and War."

To the Victor Go the Spoils


Saturday, April 25, 2015

Resources for Pirates of the Spanish Main

As I mentioned in the last post, I've been playing around with the Pirates of the Spanish Main rules. In doing so, it occurred to me that some of the deck plans I've created for Skull & Bones would work well as rough approximations for PotSM. For that reason, I've assembled a PDF of them.

PotSM Deck Plans

Additionally, I've been impressed by some of the resources that Savage Worlds fans have created. In addition to using them for Pirates of the Spanish Main, they might also be useful for players and GM's of Dungeons & Dragons and Skull & Bones.

Cap'n Greywolf's Bonepile

The Bonepile website has, among other resources, lots of great artwork.

Island Rituals

This supplement presents rules for Vodoun, Savaged by HawaiianBrian.

The Agency Star

This website has a handful of adventures along with other resources.

PotSM on Pinnacle's Website

Downloads on the official website, including templates, one-sheet adventures, maps, character sheets, pre-generated characters, and more
I'll add to this last as I find more resources.


Saturday, April 18, 2015

All's Fair in Love and War

While this blog is dedicated to d20-based, pirate-themed RPG adventures and campaigns, I've also spent some time playing around with the Savage Worlds system. In doing so, I've prepared a short scenario set in Port Royal, one intended to bring together a new group of heroes. Of course, GM's who'd rather use it using the Dungeons & Dragons ruleset and the Skull & Bones supplement can easily convert it.

All's Fair in Love and War


Tuesday, March 31, 2015

Three Reviews

For today's post I have three reviews. Two are for adventures, while one is for a short story anthology.

Sails & Sorcery

The short story anthology is one I found while searching online, and I ordered it used. (It's even autographed by the editor, albeit to someone named Jeremiah.) This book includes twenty-eight tales. Some take place in mostly historical settings, while others are more fantastic. All share the common element of centering on sailors and their vessels, and in this way it can be source of inspiration for a GM running a nautical campaign. While some of the tales made less of an impression on me, some of them are really interesting; I particularly liked the last one, "The Spinner," and how it dealt with the question of faith.

Spices and Flesh

This scenario is part of the Pirate Plug-Ins series from Legendary Games. I initially bought it when I was going to fill in for the GM of my monthly campaign, who's running the Skull & Shackles adventure path from Paizo Publishing. Instead, I ended up using it in my current Freeport campaign. We'd finished the "Fury in Freeport" adventure from the rules supplement, and needed something to pad our experience and level before starting in on The Lost Island. Spices and Flesh tied in nicely to one of the plot elements from "Fury." It provided a challenging series of encounters, first aboard ship and then in a sea lair. I had to make some modifications in order to run it with second-level characters, but all in all it was fun. I recommend it as a scenario that can easily be dropped into a nautical campaign.

Thormek's Mansion

This is the scenario that I did end up running when I filled in for the monthly session. It's a sequel to Terror in Paradise, which I reviewed previously. In many ways it's like that adventure,but even more so. By this I mean that, while it has a lot of interesting elements in it, it takes some cleaning up to access them. For one thing, the mansion in question has seventy-five rooms in it. Some of them have important enemies, clues or other things in them, but many don't. The plot has a great Island of Dr. Moreau feel to it, but it can be hard to dig out from the scenes. The stat blocks are not very complete, either, and many of them are just nuisances for a party of third-level characters. Even so, it can be fun if one wants to do the work to make it playable.


Tuesday, March 24, 2015

Interstellar Travel

Although aetherships are impressive things, they have their limits. Such are the distances between stars that, even at cruising speed, the voyage can last for years. Luckily for spacefarers, the elves have devised a means of making such journeys possible. They have built massive vessels known as ark-ships, ones that carry all of the plants, animals and other life forms needed to maintain or create a habitable environment. What is more, their lengthy lifespans make it possible for them to crew the ships that travel between stars.

Interstellar Portal
Aura strong conjuration; CL 17th
Slot --; Price 400,000 gp; Weight NA
Much like ring gates, these devices are always created in pairs. In fact, they are essentially larger versions of those devices, being 150 feet in diameter. Each is crafted from a single chunk of nickle-iron asteroid, in the shape of a hollow, flat, circular structure. The surface of each is engraved with mystic symbols related to its system of origin. Together they allow aetherships to pass into one and out of the corresponding other.
Requirements Craft Wondrous Item, gate; Cost 200,000 gp

The interstellar portals are, of course, closely guarded by the elves. Some say that they keep them hidden amidst the rings of a gas giant planet, concealed by a fog shroud spell and protected by elven ships along with more formidable defenses.