Sunday, April 10, 2016

Cape Coast Castle Revisited

For all the Savages out there, this is a link to a short PDF presenting Cape Coast Castle for use with Pirates of the Spanish Main.

Cape Coast Castle

-Nate

Monday, March 28, 2016

The Sampan

Presented here is a deck plan for use with any number of nautically-themed RPGs.

-Nate


The Sampan 

This small boat is a familiar site in the East. It has a relatively flat bottom, and can be propelled with a single sail or oars, or even with poles in shallow water. Given their small size and low profile, sampans are generally used close to land. They are commonly used for fishing as well as for transporting small groups of passengers or amounts of cargo. Sometimes the owner of a sampan erects a small shelter over part of the deck, leading to them being used as floating domiciles in certain areas. In this way the model presented can be used as something of a template for larger vessels or ones that have more elaborate structures built onto them.


The deck plan below is sized so that it can be printed and cut out for use with miniatures or other figures on the tabletop. 


Finally, here's a link to the information above presented as a single PDF. 




Sunday, March 20, 2016

Variations in the Void

Presented here are some suggestions for ways in which a GM and players can customize existing character classes for use in space fantasy adventures and campaigns.

Fighter
  • When selecting a group of weapons for the weapon training ability, the fighter may select Artillery (cannon, catapults, ballistae, etc.)

Ranger
  • When choosing a favored enemy, a ranger may select the Void type; this includes all monsters that have the Staflight extraordinary ability.
  • When selecting a type of favored terrain, the ranger may choose Aethership as a type.

Wizard
  • A wizard may choose an orb of control as the item for an arcane bond.



Saturday, February 20, 2016

More Elves

Presented here is the flag of the Royal Elven Navy, along with stats for the clerics who serve alongside its sailor-soldiers.

-Nate


The flag of the Elven Navy combines numerous elements. A field of dark blue represent the night sky and the depths of aetherspace. The yellow crescent moon is a symbols of the Elven Goddess. An eight-pointed star, of the same color as the moon but notably smaller, depicts the notion that the elves serve their goddess but are pinpoints of light compared to the waxing and waning of her much brighter illumination.

Ships' Clerics
In addition the soldier-sailors who crew the vessels of the Royal Elven Navy, the ships' clerics form a vital part of vessels' crews. In addition to ministering for the faithful, they provide moral and magical support in combat as well as acting as healers. Frequently one senior cleric is accompanied and assisted by multiple junior ones; a high priest might serve at a fort, or could accompany an important mission into the void. Indeed, such is sometimes the case when an exploratory expedition sets out to travel between the stars. (It should be noted that vessels on such assignments also usually tow an interstellar portal behind them, making such journeys less of a sacrifice than they might otherwise be.

In contrast to belief systems such as the Church of Ptah, which welcomes worshipers of all races, the religion of the elves is built upon the notion that they are a special group specifically chosen by their deity to accomplish great deeds throughout the galaxy. This has contributed to the general perception among others that they are haughty and even arrogant. Such notions do little to diminish the elves' convictions however.

During normal shipboard activities, elf clerics tend to prepare spells that aid in navigation (in particular divination spells) and that enhance the abilities of other crew members. When combat is likely, however, they focus on more aggressive offensive magic, ready to call upon their god's influence in order to crush their enemies.

Elf Junior Cleric
CR 2
XP 600
Various elf cleric 3
LN medium humanoid
Init +0; Senses Perception +4; low-light vision
DEFENSE
AC 14, touch 10, flat-footed 14 (+4 armor)
hp 17 (3d8)
Fort +3, Ref +1, Will +5
Resist Elven immunities
OFFENSE
Spd 30 ft.
Melee Heavy mace +3 (1d8+1)
Ranged Sling +2 (1d6)
Special Attacks None
STATISTICS
Str 13, Dex 10, Con 10, Int 12, Wis 15, Cha 14
Base Atk +2; CMB +3; CMD 13
Feats Combat Casting, Extra Channel
Skills Diplomacy +8, Heal +8, Knowledge (religion) +7, Sense Motive +8
Languages Elven, Common
SQ Low-light vision, elven immunities, elven magic, keen senses, aura, channel energy 2d6 (7/day), domains (Knowledge and Law), orisons
Combat Gear Chain shirt, heavy mace, sling, 10 bullets, silver holy symbol, healer's kit
Spells per Day: 4/3+1/2+1
Spells Known: Varies depending on mission and circumstances

Elf Senior Cleric
CR 6
XP 2400
Various elf cleric 7
LN medium humanoid
Init +0; Senses Perception +5; low-light vision
DEFENSE
AC 15, touch 10, flat-footed 15 (+5 armor)
hp 35 (7d8)
Fort +5, Ref +2, Will +8
Resist Elven immunities
OFFENSE
Spd 30 ft.
Melee Heavy mace +7 (1d8+2)
Ranged Sling +5 (1d6)
Special Attacks None
STATISTICS
Str 13, Dex 10, Con 10, Int 12, Wis 16, Cha 14
Base Atk +5; CMB +6; CMD 16
Feats Combat Casting, Extra Channel, Selective Channeling, Spell Penetration
Skills Diplomacy +12, Heal +13, Knowledge (religion) +11, Sense Motive +13
Languages Elven, Common
SQ Low-light vision, elven immunities, elven magic, keen senses, aura, channel energy 4d6 (7/day), domains (Knowledge and Law), orisons
Combat Gear Chain shirt +1heavy mace +1, sling, 10 bullets, silver holy symbol, masterwork healer's kit
Spells per Day: 4/5+1/4+1/3+1/1+1


Spells Known: Varies depending on mission and circumstances

Elf High Priest
CR 10
XP 9600
Various elf cleric 11
LN medium humanoid
Init +0; Senses Perception +5; low-light vision
DEFENSE
AC 16, touch 10, flat-footed 16 (+6 armor)
hp 53 (11d8)
Fort +7, Ref +3, Will +10
Resist Elven immunities
OFFENSE
Spd 30 ft.
Melee Heavy mace +10/+5 (1d8+3)
Ranged Sling +7/+2 (1d6)
Special Attacks None
STATISTICS
Str 13, Dex 10, Con 10, Int 12, Wis 17, Cha 14
Base Atk +8; CMB +9; CMD 18
Feats Combat Casting, Extra Channel, Greater Spell Penetration, Selective Channeling, Spell Penetration, Turn Undead
Skills Diplomacy +16, Heal +17, Knowledge (religion) +15, Sense Motive +17
Languages Elven, Common
SQ Low-light vision, elven immunities, elven magic, keen senses, aura, channel energy 6d6 (7/day), domains (Knowledge and Law), orisons
Combat Gear Chain shirt +2heavy mace +2, sling, 10 bullets, silver holy symbol, masterwork healer's kit
Spells per Day: 4/5+1/5+1/5+1/3+1/2+1/1+1

Spells Known: Varies depending on mission and circumstances


Monday, February 15, 2016

Plot Hooks for, and Inhabitants of, the Elven Star Fort

Presented here is more information for using the elven star fort in a space fantasy campaign. As always, it can easily be used in a more traditional nautical campaign, too.

-Nate


Adventure Hooks for the Elven Star Fort
There are many ways in which the elven star fort can be worked into space fantasy adventures and campaigns; just a few of the possibilities are listed here.
  • For characters serving with the Elven Navy, this location serves as a base of operations, a familiar place to which they can return between expeditions.
  • Such characters might be present when a powerful enemy fleet attacks the fort, and they are called upon to help defend it.
  • Motivations for such an attack could include recovering an artifact in the possession of the elven captains and admiral, an attempt to rescue prisoners being held there, etc.
  • The attack could always be of a more subtle nature, such as poisoning the fort's food supply in the hope of incapacitating the soldiers and officers.
  • In that event, with the officers out of action, the PCs might have to help rally the troops.
  • On the flip side of the coin, it could be that the PCs are rivals or enemies of the elves, and they're taken to the fort to be held as prisoners.
  • Alternately, the PCs might be forced to visit the star fort after their ship is damaged by a monster or another vessel, and they face the cold hospitality of the elves while negotiated for repairs and new supplies.
  • During such a visit, a runaway elf might stow away aboard their ship in the hop of avoiding some unpleasant duty to which he/she has been assigned.
  • Combining two previous elements, the PCs could be present when a greater enemy makes an attack, forcing them to cooperate with their captors for the common good—if they can convince the haughty elves to release them, of course.
  • The PCs could be sent to acquire an item or free a prisoner from the fort, posing as friendly traders in order to gain access to it as part of their mission.
  • When a threat to the entire star system arises, the fort could play host to a grand council representing many different races and fleets, one at which the delegates must decide on a unified course of action to take in the hope of repelling it together. Such undertakings are never as easy as one would hope, however.


Inhabitants of the Elven Star Fort
Presented here are some of the beings one might expect to find in the elven star fort. Note that these are low-magic builds; the GM should feel free to add magic items based on the style of the individual campaign.

Elf Sailor-Soldier
CR ½
XP 200
Various elf fighter 1
N medium humanoid
Init +2; Senses Perception +2; Low-light vision
DEFENSE
AC 14, touch 12, flat-footed 12 (+2 armor, +2 Dex)
hp 12 (1d10+2)
Fort +3, Ref +2, Will +1
Resist Elven immunities
OFFENSE
Spd 30 ft.
Melee Longsword +3 (1d8+1)
Ranged Longbow +3 (1d8)
Special Attacks Point Blank Shot
STATISTICS
Str 13, Dex 15, Con 12, Int 10, Wis 12, Cha 10
Base Atk +1; CMB +12; CMD 14
Feats Point Blank Shot, Weapon Focus (Longsword)
Skills Climb +5, Profession (sailor) +5
Languages Elven, Common, one other
SQ Low-light vision, elven immunities, elven magic, keen senses, weapon familiarity
Combat Gear Leather armor, longsword, longbow, 20 arrows

These elves form the backbone of the Navy; they are competent sailors and skilled in battle.

Elf Lieutenant
CR 4
XP 1200
Various elf fighter 5
N medium humanoid
Init +3; Senses Perception +2; Low-light vision
DEFENSE
AC 16, touch 13, flat-footed 13 (+3 armor, +3 Dex)
hp 38 (5d10+10)
Fort +6, Ref +5, Will +3
Resist Elven immunities
OFFENSE
Spd 30 ft.
Melee Longsword +9 (1d8+6)
Ranged Longbow +9 (1d8+1)
Special Attacks Far Shot, Point Blank Shot, Rapid Shot
STATISTICS
Str 13, Dex 16, Con 12, Int 10, Wis 12, Cha 10
Base Atk +5; CMB +6; CMD 20
Feats Far Shot, Point Blank Shot, Precise Shot, Rapid Shot, Weapon Focus (Longbow, Longsword), Weapon Specialization (Longsword)
Skills Climb +9, Profession (sailor) +9
Languages Elven, Common, one other
SQ Low-light vision, elven immunities, elven magic, keen senses, weapon familiarity, bravery +1, armor training 1, weapon training 1 (heavy blades)
Combat Gear Leather armor +1, longsword +1, longbow +1, 20 arrows, cloak of resistance +1, bosun's whistle

Elf Captain
CR 8
XP 4800
Various elf fighter 9
N medium humanoid
Init +3; Senses Perception +2; Low-light vision
DEFENSE
AC 18, touch 13, flat-footed 15 (+5 armor, +3 Dex)
hp 64 (9d10+18)
Fort +9, Ref +8, Will +6
Resist Elven immunities
OFFENSE
Spd 30 ft.
Melee Longsword +15/+10 (1d8+7)
Ranged Longbow +15/+10 (1d8+5)
Special Attacks Far Shot, Point Blank Shot, Rapid Shot
STATISTICS
Str 14, Dex 16, Con 12, Int 10, Wis 12, Cha 10
Base Atk +9; CMB +11; CMD 25
Feats Far Shot, Improved Critical (Longbow and Longsword), Point Blank Shot, Precise Shot, Rapid Shot, Skill Focus (Profession: sailor), Weapon Focus (Longbow, Longsword), Weapon Specialization (Longbow, Longsword)
Skills Climb +14, Profession (sailor) +16
Languages Elven, Common, one other
SQ Low-light vision, elven immunities, elven magic, keen senses, weapon familiarity, bravery +2, armor training 1 & 2, weapon training 1 & 2 (heavy blades and bows)
Combat Gear Studded leather armor +2, longsword +2, longbow +2, 20 arrows, cloak of resistance +2

Elf Admiral
CR 12
XP 19,200
Various elf fighter 13
N medium humanoid
Init +3; Senses Perception +2; Low-light vision
DEFENSE
AC 18, touch 13, flat-footed 15 (+5 armor, +3 Dex)
hp 64 (9d10+18)
Fort +14, Ref +13, Will +11
Resist Elven immunities
OFFENSE
Spd 30 ft.
Melee Longsword +20/+15/+10 (1d8+8)
Ranged Longbow +20/+15/+10 (1d8+8)
Special Attacks Far Shot, Point Blank Shot, Rapid Shot
STATISTICS
Str 14, Dex 16, Con 12, Int 10, Wis 13, Cha 10
Base Atk +13; CMB +11; CMD 25
Feats Critical Focus, Far Shot, Great Fortitude, Improved Critical (Longbow and Longsword), Iron Will, Lightning Reflexes, Point Blank Shot, Precise Shot, Rapid Shot, Skill Focus (Profession: sailor), Weapon Focus (Longbow, Longsword), Weapon Specialization (Longbow, Longsword)
Skills Climb +18, Profession (sailor) +20
Languages Elven, Common, one other
SQ Low-light vision, elven immunities, elven magic, keen senses, weapon familiarity, bravery +2, armor training 1 & 2, weapon training 1 & 2 (light and heavy blades and bows)
Combat Gear Studded leather armor +3, longsword +3, longbow +3, 20 arrows, cloak of resistance +3




Sunday, January 10, 2016

The Elven Star Fort

Of all the spacefaring peoples, the long lifespans of the elves make them best suited to exploring the mysteries of the aether and the worlds that drift through it. For that reason, their outposts are the most common throughout aetherspace. Detailed below is a typical example of one of their star-shaped forts. Refer to the map for the following area descriptions.



1. Front Gate
In the front of the fort stand two broad, iron-bound wooden doors. They are mostly ornamental, seeing as how longboats coming to the fort actually land in the main courtyard (see below). The exception is non-elven visitors, who are required to land outside of the fort and approach it on foot.

2. Towers
Each of these structures rises above the surrounding fort, providing a position from which guards can watch their environs and fire on enemies if necessary. There is also a privy located in the base of each tower (not pictured).

3. Courtyard
The middle of this area is dominated by a reservoir, one that provides a landing space for incoming longboats. Sixteen mooring posts are positioned for tying up these vessels. While it might seem strategically disadvantageous that this area is open to the sky above, the truth is that ships in orbit provide all of the defense that the fort needs.

4. Barracks
Beds line the walls of this room; there are also tables and chairs for off-duty soldiers. Each elf also has a footlocker, kept under his or her bed.

5. Storage
The walls of this room are line with shelves, and three sets of storage units occupy the middle of the chamber. In it one can find all of the merchandise being transported through the fort, including foodstuffs and other cargo.

6. Mess Hall
Tables and chairs fill this room, providing a place to share meals and recreation for off-duty elves. In the wall opposite the entrance is a door leading to the kitchen (see below).

7. Kitchen
Cooking fires are positioned against the outside wall of this room; the middle is occupied by preparation tables, while barrels of water and wine stand in the outside corner.

8. Meeting Room
A broad conference table is the dominant feature of this room, surrounded by tall wooden chairs. In the wall opposite the entrance is a door leading to the officers' quarters (see below).

9. Officers' Quarters
Four officers staff the base at all times, all captains. Each has a bed, a footlocker, a wardrobe and a writing desk. In the angle of the wall opposite the door stands a statue of a famous elven admiral.



Saturday, January 9, 2016

PDF Compilation

Here's a Dropbox link for the third PDF compilation of space fantasy material.

Aetherial Adventures 3

-Nate