-Nate
Orc Whaling Ship
There are a lot of
ways to make a living at sea, including serving aboard a military
ship, operating a merchant vessel, or even turning pirate. One of the
less glamorous options is to become a whaler, hunting the great
creatures that swim in the oceans and harvesting what they have to
offer.
Whale Hunting
Typically
a whaling vessel sails in waters where the creatures are known to be
found, timing its voyage for periods when they are expected to
frequent those waters. When a lookout spies a whale or its spume, the
chase begins. The crew maneuvers the vessel until it is close enough
for hunters to lash out with their whalespears, which are connected
to ropes tied to the ship. Using these weapons, the orc members
attempt to grapple the whale; one orc makes a combat maneuver check,
and receives a +2 bonus from each orc who also succeeds with an
attack to aid. If they succeed, the whale is unable to dive beneath
the surface. At that point, the captain calls for the ship's boats to
be lowered, and teams of orcs (one mate and five typical sailors)
venture out to stab the whale to death with their spears.
As
long as they succeed, the hunters drag the whale's carcass either to
a convenient beach, if one is available, or back alongside the ship.
They then begin cutting away its skin and blubber in long strips,
followed by chunks of its meat. The meat they cook for their own
consumption, having quite the feast to celebrate their catch. At the
same time, they cook down the blubber until they can siphon off the
oil from it, a substance they can sell for use in making candles. The
skin, if they wish, can be used to make clothing like the whaleskin
greatcoats they wear to keep dry.
The Abattoir
Refer
to the deck plan above for the following area descriptions.
1.
Main Deck
This
broad open space provides access to other parts of the ship. From
here, stairs lead up to the fore- and sterncastles, and a wide hatch
opens to the cargo decks below. There are also ladders leading
belowdecks, and doors to the rear compartment for officers and the
crew quarters before the mast. The main deck's most notable features,
however, are twofold. There are a pair of boiling kettles used to
cook down the harvested blubber, and the ship's boats are kept here
when not in use.
2.
Armory
The
whale hunters keep their crossbows and whalespears here, hung on
racks that line the walls, ready for when the orcs sight their prey.
3.
Captain's Cabin
By
far the most comfortable quarters aboard the ship is this, usually
with a comfortable bed and a table for studying charts and taking
meals, and perhaps even a wardrobe against one wall.
4.
Mates' Cabin
The
three mates have their quarters here. As such, this room usually
contains three bunks and another table, along with sea chests for
their personal items.
5.
Veteran Crew Quarters
Half
a dozen hammocks are hung in this area, providing places for veteran
crew members to sleep. There are also sea chests for individual
possessions. Another ladderwell leads from here to the mess and cargo
hold, below.
6.
Bowsprit and Head
This
area sits in front of the forecastle, open to the wind and spray. The
ship's toilets are located here, and it is from here that the ship's
bowsprit protrudes.
7.
Forecastle
Most
of the time, this area serves little purpose other than providing a
place from which to watch the passing sea and keep an eye out for
whales.
8.
Sterncastle
This
raised platform is a center of activity when it comes to sailing.
Crew members man the ship's whipstaff here, steering the vessel. The
captain and/or a mate is also often present, setting the course and
shouting orders to the crew.
9.
Crew Quarters
More
hammocks are hung in this area—many more. Even so, there are not
enough for every crew member; most share a hammock, taking turns
sleeping while the other is on duty. Needless to say, this makes for
tight quarters.
10.
Storage and Mess
Foodstuffs
are kept in this room, and distributed from here to the crew. These
are usually simple affairs, consisting of ship's biscuit, salt pork
and a thin wine.
11.
Cargo Hold
This
area is filled with barrels. If the crew has had success, they are
filled with whale oil and perhaps meat; if not, they stand empty and
waiting.
12.
Infirmary
Crew
members who are injured in the line of duty are allowed to recover in
the beds located here.
The Crew
Detailed here are
the orcs who can commonly be found aboard this ship.
Typical Orc Sailor
CR
1/3
XP
135
Male orc warrior 1
CN Medium humanoid
Init
+0; Senses Darkvision
60 ft.; Perception +0
DEFENSE
AC
12, touch 10, flat-footed 12 (+2 armor)
hp
6 (1d10+1)
Fort
+3, Ref +0, Will
+0
Defensive Abilities
ferocity
Weakness
light sensitivity
OFFENSE
Spd
30 ft.
Melee
Whalespear +5 (1d10+3/x3)
Melee
Longsword +4 (1d8+3/19-20)
Ranged
Heavy crossbow +1 (1d10)
STATISTICS
Str
15, Dex 10, Con
12, Int 8, Wis
10, Cha 8
Base Atk
+1; CMB +3; CMD
13
Feats
Weapon Focus (whalespear)
Skills
Profession (sailor) +4
Languages
Common, Orc
SQ
weapon familiarity
Equipment
Clothing, whaleskin coat (treat as leather amor), longsword,
whalespear, heavy crossbow, ten bolts
These
orc sailors are a rough bunch; their only focus is to find and kill
enough whales that they can earn their pay and go back to port in
order to spend it.
Veteran Orc Sailor
CR
2
XP
600
Male orc warrior
1/fighter 2
CN Medium humanoid
Init
+0; Senses Darkvision
60 ft.; Perception +0
DEFENSE
AC
12, touch 10, flat-footed 12 (+2 armor)
hp
19 (3d10+3)
Fort
+6, Ref +0, Will
+0
Defensive Abilities
ferocity, bravery +1
Weakness
light sensitivity
OFFENSE
Spd
30 ft.
Melee
Whalespear +7 (1d10+3/x3)
Melee
Longsword +6 (1d8+3/19-20)
Ranged
Heavy crossbow +3 (1d10)
STATISTICS
Str
15, Dex 10, Con
12, Int 8, Wis
10, Cha 8
Base Atk
+3; CMB +5; CMD
15
Feats
Lunge, Point Blank Shot, Power Attack, Weapon Focus (whalespear)
Skills
Profession (sailor) +6
Languages
Common, Orc
SQ
weapon familiarity
Equipment
Clothing, whaleskin coat (treat as leather amor), longsword,
whalespear, heavy crossbow, ten bolts
From
among the simply average crew members, these are some of the few who
have proven themselves more cunning and more capable. They are old
veterans, ones who lead watch teams.
Orc Ship's Mate
CR
4
XP
1200
Male orc warrior
1/fighter 4
CN Medium humanoid
Init
+0; Senses Darkvision
60 ft.; Perception +0
DEFENSE
AC
12, touch 10, flat-footed 12 (+2 armor)
hp
31 (5d10+5)
Fort
+7, Ref +1, Will
+1
Defensive Abilities
ferocity, bravery +1
Weakness
light sensitivity
OFFENSE
Spd
30 ft.
Melee
Whalespear +9 (1d10+6/x3)
Melee
Longsword +8 (1d8+3/19-20)
Ranged
Heavy crossbow +5 (1d10)
STATISTICS
Str
16, Dex 10, Con
12, Int 8, Wis
10, Cha 8
Base Atk
+5; CMB +8; CMD
18
Feats
Lunge, Point Blank Shot, Power Attack, Weapon Focus (whalespear),
Weapon Specialization (whalespear)
Skills
Profession (sailor) +8
Languages
Common, Orc
SQ
weapon familiarity
Equipment
Clothing, whaleskin coat (treat as leather amor), longsword,
whalespear, heavy crossbow, ten bolts
There
are three of these tough, battle-tested orcs; they are second only to
the captain himself. One is charge of the crew when on deck, except
when the captain is present.
Captain Cyrus
CR
6
XP
2400
Male orc warrior
1/fighter 6
CN Medium humanoid
Init
+0; Senses Darkvision
60 ft.; Perception +0
DEFENSE
AC
12, touch 10, flat-footed 12 (+2 armor)
hp
44 (7d10+7)
Fort
+8, Ref +2, Will
+2
Defensive Abilities
ferocity, bravery +2
Weakness
light sensitivity
OFFENSE
Spd
30 ft.
Melee
Whalespear +12/+7 (1d10+7/x3)
Melee
Longsword +10/+5 (1d8+3/19-20)
Ranged
Heavy crossbow +7/+2 (1d10)
STATISTICS
Str
16, Dex 10, Con
12, Int 8, Wis
10, Cha 8
Base Atk
+7/+2; CMB +10; CMD
21
Feats
Far Shot, Firearms Proficiency, Lunge, Point Blank Shot, Power
Attack, Weapon Focus (whalespear), Weapon Specialization (whalespear)
Skills
Profession (sailor) +10
Languages
Common, Orc
SQ
weapon familiarity (spears)
Equipment
Clothing, whaleskin coat (treat as leather amor), longsword,
whalespear, heavy crossbow, ten bolts
Using the Orc Whaling Ship in a
Nautical Fantasy Campaign
There
are many ways in which these maritime hunters could become involved
in a nautically-themed Pathfinder
campaign; a few of the possibilities are detailed here.
- The PC's could encounter this vessel at sea, providing an opportunity to trade supplies and exchange news.
- The crew's whale hunting leads them to run afoul of a local druid; she goes looking for help (the PC's?) in convincing them to stop their predations.
- When this crew arrives in port, things become rowdy; the orcs, flush with newly earned money, are eager to spend it on food, drink and entertainment.
- In the event that a fire broke out aboard their ship, the orcs might need the crew of a passing vessel (the PC's?) to rescue them—and then to deliver them back to port, something that could make for a difficult voyage, indeed.
- Should the orcs find a cryptic item in the belly of their prey, they might turn to outsiders (the PC's?) to help find out what it means; this, in turn, could lead into the search for a vessel that was lost at sea.
- If Captain Cyrus ever grows tired of whaling, he and his crew could turn pirate, thereby becoming a threat to all manner of other ships sailing the seas.
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