Saturday, December 1, 2012

Additions and Corrections

One of the problems with publishing work is that I often think of little changes that I'd like to make to pieces after doing so. Today's post includes two such items, ideas for using tattoos with the Lucky Charm fortune and stats for characters who can be used with the manor house detailed in a previous post.

Also, I'd like to start making articles and adventures available for download. As such, I ask readers who notice errors in any of my posts to let me know about them by emailing me at nathanael(dot)christen(at) gmail(dot)com.

-Nate


(Added to Lucky Charms)


Tattoos—These can take on a variety of appearances. Some are simple pictures, and can function in much the same way as fetishes (see above). For example, a picture of a tiger could provide the same bonus as a tiger fetish. Alternately, the tattoo could be important words, such as a verse from the Bible or some other holy text. In that case, the bonus provided should of course coincide with the nature of the words. Another option is for the tattoo to present a treasure map; it could even be tattooed on a shaved head, after which the hair is allowed to grow in order to conceal it.


(Added to the Interlude: The Manor)

The McGovern Family


Neil McGovern, Sr.
Fighter 5/Aristocrat 4; CR 8; Size medium; HD 5d10+4d8+9; hp 59; Init +7 (+3 Dex, +4 Improved Initiative); Spd 30 ft.; AC 14 (+3 Dex, +1 buff coat); Atk +13/+8 (1d8+3, rapier) or +11/+6 (2d4, pistol); AL LN; SV: Fort +6, Ref +3, Will +5; Str 12, Dex 16, Con 12, Int 10, Wis 10, Cha 18.
Background: Gentleman-Adventurer (Diplomacy and Knowledge: ).
Skills: Appraise +5, Climb +9, Diplomacy +8, Gather Information +6, Jump +9, Knowledge: local +8, Sense Motive +5, Swim +9.
Feats: Dodge, Improved Initiative, Mobility, Spring Attack, Weapon Finesse, Weapon Focus (rapier), Weapon Specialization (rapier).
Fortunes: Ally, Obligation.
Equipment: Gentleman's outfit, dueling jacket, gentry's wig, masterwork rapier, masterwork pistols, shot and powder, pouch containing 50 poe.

NeilMcGovern, Sr. is every bit the English gentleman. He dresses in fine clothing and wears a fancy wig. Having inherited his family's wealth and estate, he spends his time mingling with other influential member's of the upper-class local society. Even so, he should not be underestimated as an enemy, for he is more than a little skilled with his rapier and tenaciously defends his own.

Joanna McGovern
Aristocrat 9; CR 9; Size medium; HD 9d8; hp 35; Init +3 (+3 Dex); Spd 30 ft.; AC 13 (+3 Dex); Atk +6/+1 (1d4, dagger) or +9/+4 (ranged); AL LG; SV: Fort +3, Ref +6, Will +10; Str 10, Dex 16, Con 10, Int 12, Wis 8, Cha 18.
Background: Lady-Adventurer (Diplomacy, Knowledge: local).
Skills: Appraise +15, Diplomacy +18, Gather Information +16, Knowledge (local) +13, Knowledge (sea lore) +6, Knowledge (nobility and royalty) +13, Sense Motive +10.
Feats: Diligent, Force of Personality, Guidance, Negotiator, Port Savvy.
Fortunes: Enlightened.
Equipment: Gentlewoman's outfit, dagger, pouch containing 100 poe.

Joanna is a beautiful woman whose smile can brighten a room. In fact, it is her ability to charm others that helps maintain her husband's business success. When not engaged in such affairs, she enjoys reading tales of chivalry, and delights in opportunities to hear them first-hand.

Neil McGovern, Jr.
Fighter 5; CR 5; Size medium; HD 5d10+5; hp 37; Init +3 (+3 Dex); Spd 30 ft.; AC 14 (+3 Dex, +1 dueling jacket); Atk +10 (1d8+3, rapier) or +8 (2d4, pistols); AL X; SV: Fort +5, Ref +4, Will +1; Str 12, Dex 17, Con 12, Int 10, Wis 10, Cha 16.
Background: Gentleman-Adventurer (Diplomacy and Knowledge: local).
Skills: Climb +7, Jump +7, Diplomacy +5, Knowledge (local) +2, Ride +9, Swim +7.
Feats: Dodge, Mobility, Spring Attack, Weapon Finesse, Weapon Focus (rapier), Weapon Specialization (rapier).
Fortunes: Code of Honor.
Equipment: Gentleman's outfit, dueling jacket, masterwork rapier, pair of pistols, pouch containing 50 poe.

The younger NeilMcGovern is a soldier at heart. While he fulfills his obligations to his family, he dreams of serving his country in battle. Because of this, he serves as a lieutenant in the Royal Army, a role in which he is zealous and capable.

Jessica McGovern
Rogue 5; CR 5; Size medium; HD 5d6+5; hp 25; Init +3 (+3 Dex); Spd 30 ft.; AC 13 (+3 Dex); Atk +6 (1d8, rapier) or +6 (2d4, pistol); SQ Sneak attack +3d6, trapfinding, evasion, trap sense +1, uncanny dodge; AL TN; SV: Fort +2, Ref +7, Will +0; Str 10, Dex 17, Con 12, Int 14, Wis 8, Cha 14.
Background: Lady-Adventurer (Diplomacy and Knowledge: local).
Skills: Bluff +10, Climb +8, Diplomacy +4, Disable Device +12, Escape Artist +11, Hide +13, Knowledge (local) +4, Move Silently +13, Open Lock +13, Search +10, Sleight of Hand +13, Tumble +11, Use Rope +13.
Feats: Deft Hands, Dodge, Nimble Fingers, Stealthy.
Fortunes: Quick-Fingered.
Equipment: Gentlewoman's outfit, gentleman's outfit, rapier, pistol, pouch containing 50 doubloons, thieves' picks and tools.

Jessica shares her brother's yearning for adventure, something that her situation as a young gentlewoman denies her. For that reason she has taken to sneaking out at night and visiting the more rough-and-tumble parts of town, where she carouses with sailors and similar types. Needless to say, at those times she keeps her true identity and gender a closely guarded secret.

Men-at-Arms
Fighter 3; CR 3; Size medium; HD 3d10+6; hp 27; Init +1 (+1 Dex); Spd 30 ft.; AC 13 (+1 Dex, +2 buff coat); Atk +5 (1d8+2, cutlass) or +4 (2d4, pistol); AL LN; SV: Fort +5, Ref +2, Will +2; Str 15, Dex 13, Con 14, Int 10, Wis 12, Cha 8.
Background: Colonist (Knowledge: local and Profession: soldier).
Skills: Climb +8, Jump +8, Swim +8.
Feats: Cleave, Point Blank Shot, Power Attack, Precise Shot.
Fortunes: None.
Equipment: Tradesman's outfit, buff coat, cutlass, pistol.

These fellows are all tough and skilled in battle. They guard McGovern manor and accompany family members on business around town.

Servants
Commoner 3; CR 2; Size medium; HD 3d4+3; hp 12; Init -1 (-1 Dex); Spd 30 ft.; AC 9 (-1 Dex); Atk +1 (1d3, unarmed) or +0 (ranged); AL LG; SV: Fort +2, Ref +0, Will +3; Str 10, Dex 8, Con 12, Int 13, Wis 15, Cha 14.
Background: Indentured Servant (Listen and Bluff).
Skills: Bluff +8, Craft (cooking) +10, Handle Animal +4, Listen +10, Spot +10.
Feats: Alertness, Endurance, Skill Focus (craft: cooking).
Fortunes: None.
Equipment: Tradesmen's or tradeswomen's clothing.

While people tend to overlook the men and women who keep the family's house, they see and hear all that happens inside it. As such, they could be useful informants for those who seek such information.

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