One of the great things about the 3rd Edition of Dungeons & Dragons is the ways in which the rules can be so easily customized to fit particular campaign settings. For one thing, along with the Open Game License, this opened the door for such third-party products as Skull & Bones, the inspiration for this blog. Another example of this is how existing monsters can be made more or less powerful, just by adding hit dice to them and modifying other stats.
-Nate
Interlude: The Serpent
Detailed below is a sea serpent, based on the statistics for a giant constrictor snake, but extrapolated to a much bigger size. This creature could serve as a random encounter for any band of pirates or other travelers while making a voyage by sea. Alternately, undigested items found in its belly could provide a hook for an entire adventure, such as the skeleton of a nobleman that still clutches a sealed scroll tube containing an important message.
Sea Serpent
Gargantuan Animal
Hit Dice: 33d8+36 (184 hp)
Initiative: +7
Speed: 30 ft. (6 squares), climb 30 ft., swim 30 ft.
Armor Class: 14 (–4 size, +3 Dex, +5 natural), touch 9, flat-footed 11
Base Attack/Grapple: +8/+23
Attack: Bite +23 melee (2d8+10)
Full Attack: Bite +23/+18/+13 melee (2d8+10)
Space/Reach: 20 ft./15 ft.
Special Attacks: Constrict 2d8+10, improved grab
Special Qualities: Scent
Saves: Fort +15, Ref +17, Will +7
Abilities: Str 25, Dex 17, Con 13, Int 1, Wis 12, Cha 2
Skills: Balance +15, Climb +21, Hide +13, Listen +12, Spot +12, Swim +20
Feats: Alertness, Endurance, Great Fortitude, Improved Initiative, Improved Natural Armor, Improved Natural Attack (bite), Improved Natural Attack (constrict), Lightning Reflexes, Skill Focus (Hide), Snatch, Toughness
Environment: Warm forests
Organization: Solitary
Challenge Rating: 13
Advancement: None
Level Adjustment: —
Sea serpents are larger and more aggressive relatives of other giant constrictor snakes. Given their size, there aren't too many targets that they can't swallow. They lurk in deep water, rising to the surface when a ship passes and striking out at the sailors aboard it. If the resistance put up by a crew is not too damaging, they might linger for a while and feed on multiple victims; otherwise they slip away, sinking back into the depths.
Tuesday, February 28, 2012
Thursday, February 23, 2012
Bibliography
Belatedly it occurs to me that I haven't made a decent compilation of materials available to support a Skull & Bones campaign. To remedy that, please refer to the following list. These are items that I've purchased, and I can attest to the quality of the different products.
-Nate
Skull & Bones Rulebook
http://www.rpgnow.com/product_info.php?products_id=19330&it=1
This is, in my opinion, the best set of rules for a historical pirate campaign available.
Corsair Supplement
http://www.rpgnow.com/product_info.php?products_id=2593&it=1
This book presents more detailed rules for ship-to-ship combat; one of my favorite elements is a detailed set of deck plans for a brigantine.
Buccaneers & Bokor E-Zine
I'll admit a bias in favor of these issues, given that I had articles in issues six and seven. Still, I loved the fact that all content was OGL, and they presented a lot of useful material
Issue 1
http://www.rpgnow.com/product_info.php?products_id=17813&it=1
Issue 2
http://www.rpgnow.com/product_info.php?products_id=17944&it=1
Issue 3
http://www.rpgnow.com/product_info.php?products_id=18547&it=1
Issue 4
http://www.rpgnow.com/product_info.php?products_id=19207&it=1
Issue 5
http://www.rpgnow.com/product_info.php?products_id=19858&it=1
Issue 6
http://www.rpgnow.com/product_info.php?products_id=20629&it=1
Issue 7
http://www.rpgnow.com/product_info.php?products_id=23860&it=1
0one Games presents some excellent maps, including the two listed below.
Pirate Island
http://www.rpgnow.com/product_info.php?products_id=28608&it=1
Pirate Ship
http://www.rpgnow.com/product_info.php?products_id=25834&src=s_pi&it=1
Also, it's been brought to my attention that Dragon Magazine Issue 318 has articles about pirate-themed campaigns and the city of Port Royal, with the latter featuring a nice full-color map.
The Cabin Boy's Pocket Pirate Hand Book is a nice PDF packed with information about life aboard a pirate ship.
http://www.rpgnow.com/product/54811/The-Cabin-Boy%27s-Pocket-Pirate-Handbook
-Nate
Skull & Bones Rulebook
http://www.rpgnow.com/product_info.php?products_id=19330&it=1
This is, in my opinion, the best set of rules for a historical pirate campaign available.
Corsair Supplement
http://www.rpgnow.com/product_info.php?products_id=2593&it=1
This book presents more detailed rules for ship-to-ship combat; one of my favorite elements is a detailed set of deck plans for a brigantine.
Buccaneers & Bokor E-Zine
I'll admit a bias in favor of these issues, given that I had articles in issues six and seven. Still, I loved the fact that all content was OGL, and they presented a lot of useful material
Issue 1
http://www.rpgnow.com/product_info.php?products_id=17813&it=1
Issue 2
http://www.rpgnow.com/product_info.php?products_id=17944&it=1
Issue 3
http://www.rpgnow.com/product_info.php?products_id=18547&it=1
Issue 4
http://www.rpgnow.com/product_info.php?products_id=19207&it=1
Issue 5
http://www.rpgnow.com/product_info.php?products_id=19858&it=1
Issue 6
http://www.rpgnow.com/product_info.php?products_id=20629&it=1
Issue 7
http://www.rpgnow.com/product_info.php?products_id=23860&it=1
0one Games presents some excellent maps, including the two listed below.
Pirate Island
http://www.rpgnow.com/product_info.php?products_id=28608&it=1
Pirate Ship
http://www.rpgnow.com/product_info.php?products_id=25834&src=s_pi&it=1
Also, it's been brought to my attention that Dragon Magazine Issue 318 has articles about pirate-themed campaigns and the city of Port Royal, with the latter featuring a nice full-color map.
The Cabin Boy's Pocket Pirate Hand Book is a nice PDF packed with information about life aboard a pirate ship.
http://www.rpgnow.com/product/54811/The-Cabin-Boy%27s-Pocket-Pirate-Handbook
Saturday, February 11, 2012
Pirates Exhibit at the Minnesota Science Museum
Today's post is not directly game-related, but I thought it fitting to mention. I don't known how many people following this blog live close to the Twin Cities, but the Minnesota Science Museum has a new exhibit that focuses on pirates and is scheduled to open on February 18th. I'm planning to attend, of course, and I'll post my thoughts about it after I do so.
For more information, check out the website: http://www.smm.org/pirates.
-Nate
For more information, check out the website: http://www.smm.org/pirates.
-Nate
Sunday, February 5, 2012
Interlude--The Sirens
Today's post builds on an existing monster and the old legend of Odysseus's encounter with sirens.
-Nate
Interlude--Sirens
Many are the stories of enchanting women from amidst the legends of the world. Some have aided heroes in their adventures, while others have beguiled and misled the, but all have possessed a mystical power. Among them, few have been more intriguing than the sorceress Morgan le Fey and the sirens. According to the tales, Le Fey was a powerful magician who could alter the way that others perceived reality, while the latter was a group of sea women whose song could possess a man's mind. While some might dismiss these stories as nothing more than fanciful entertainment, others know the truth behind them. There are sirens who dwell in the more remote parts of the Mediterranean Sea, and they are learned in the ways of magic. Indeed, it is they who are responsible for the mysterious occurrences known as fata morgana, illusions that appear to mariners sailing in these parts. Whether or not there is any direction connection between the sirens and Morgan le Fey, however, remains to be seen.
Siren Sorceress Neophyte
Female Siren Sorcerer 1; CR 5; Size medium; HD 3d8+1d4+4; hp 20; Init +1 (+1 Dex); Spd 30 ft., Swim 50ft.; AC 11 (+1 Dex); Atk +4 (1d4+1, dagger); SQ Paralyzing beauty, song of longing, spell-like abilities, alter self, darkvision 60 ft.; AL N; SV: Fort +2, Ref +4, Will +9; Str 12, Dex 13, Con 12, Int 13, Wis 14, Cha 18.
Background: NA.
Skills: Bluff +11, Concentration +5, Disguise +10, Knowledge (arcana) +5, Listen +7, Perform +7, Sense Motive +6, Spellcraft +5, Spot +7.
Feats: Alertness, Iron Will.
Fortunes: None.
Equipment: Spell component pouch, other trinkets.
Spells Known: 4 0-level, 2 1st-level. Daze, detect magic, read magic, resistance; mage armor, sleep.
Spells per Day: 5 0-level, 4 1st-level.
Siren Sorceress Apprentice
Female Siren Sorcerer 4; CR 8; Size medium; HD 3d8+4d4+7; hp 34; Init +2 (+2 Dex); Spd 30 ft., Swim 50ft.; AC 12 (+2 Dex); Atk +6 (1d4+1, dagger); SQ Paralyzing beauty, song of longing, spell-like abilities, alter self, darkvision 60 ft.; AL N; SV: Fort +3, Ref +6, Will +11; Str 12, Dex 14, Con 12, Int 13, Wis 14, Cha 18.
Background: NA.
Skills: Bluff +11, Concentration +8, Disguise +10, Knowledge (arcana) +8, Listen +7, Perform +7, Sense Motive +6, Spellcraft +8, Spot +7.
Feats: Alertness, Combat Casting, Iron Will.
Fortunes: None.
Equipment: Spell component pouch, other trinkets.
Spells Known: 6 0-level, 3 1st-level, 1 2nd-level. Dancing lights, daze, detect magic, ghost sound, read magic, resistance; mage armor, silent image, sleep; hypnotic pattern.
Spells per Day: 6 0-level, 7 1st-level, 4 2nd-level.
Siren Sorceress Mistress
Female Siren Sorcerer 6; CR 5; Size medium; HD 3d8+1d4+4; hp 20; Init +1 (+1 Dex); Spd 30 ft., Swim 50ft.; AC 11 (+1 Dex); Atk +4 (1d4+1, dagger); SQ Paralyzing beauty, song of longing, spell-like abilities, alter self, darkvision 60 ft.; AL N; SV: Fort +2, Ref +4, Will +9; Str 12, Dex 13, Con 12, Int 13, Wis 14, Cha 18.
Background: NA.
Skills: Bluff +11, Concentration +5, Disguise +10, Knowledge (arcana) +5, Listen +7, Perform +7, Sense Motive +6, Spellcraft +5, Spot +7.
Feats: Alertness, Combat Casting, Iron Will, Leadership.
Fortunes: None.
Equipment: Spell component pouch, other trinkets.
Spells Known: 7 0-level, 4 1st-level, 2 2nd-level, 1 3rd-level. Arcane mark, dancing lights, daze, detect magic, ghost sound, read magic, resistance; charm person, mage armor, silent image, sleep; hypnotic pattern, invisibility; major image.
Spells per Day: 6 0-level, 7 1st-level, 6 2nd-level, 4 3rd-level.
Siren sorceresses tend to focus on spells from the schools of enchantment, illusion and abjuration. They enjoy toying with their victims, beguiling their minds and misleading them. The GM can always adjust their spell selection for the needs of the campaign, of course. For example, a group of siren sorceresses working as shipwreckers could focus on more powerful offensive magic to use against approaching vessels.
In this way, sirens could serve a variety of purposes in a campaign; a few of the possibilities are detailed here.
*In a traditional way, the sirens could use their illusions to lead unfortunate vessels into dangerous rocks.
*The enchanting women could also become involved in the politics of the region, perhaps serving as spies for those who buy their services. Given the myriad conflicts between the Barbary States, Spain and other countries of Europe, this could develop into a web of possible intrigues.
*Of course, if particularly valuable treasures are involved—and especially if they can provide access to greater magic—the sirens could always choose to operate on their own behalf.
*Those with powerful enchantment magic at their disposal could also use it to control monsters of the sea, using them to extort money from ships or seaside communities, or for other purposes.
*Those sorceresses who summon familiars—usually sea birds or dolphins—could use them as spies and messengers.
As indicated above, the sirens could thus serve as a single challenging encounter, or running into them might be the introduction to a series of intrigues and related events.
-Nate
Interlude--Sirens
Many are the stories of enchanting women from amidst the legends of the world. Some have aided heroes in their adventures, while others have beguiled and misled the, but all have possessed a mystical power. Among them, few have been more intriguing than the sorceress Morgan le Fey and the sirens. According to the tales, Le Fey was a powerful magician who could alter the way that others perceived reality, while the latter was a group of sea women whose song could possess a man's mind. While some might dismiss these stories as nothing more than fanciful entertainment, others know the truth behind them. There are sirens who dwell in the more remote parts of the Mediterranean Sea, and they are learned in the ways of magic. Indeed, it is they who are responsible for the mysterious occurrences known as fata morgana, illusions that appear to mariners sailing in these parts. Whether or not there is any direction connection between the sirens and Morgan le Fey, however, remains to be seen.
Siren Sorceress Neophyte
Female Siren Sorcerer 1; CR 5; Size medium; HD 3d8+1d4+4; hp 20; Init +1 (+1 Dex); Spd 30 ft., Swim 50ft.; AC 11 (+1 Dex); Atk +4 (1d4+1, dagger); SQ Paralyzing beauty, song of longing, spell-like abilities, alter self, darkvision 60 ft.; AL N; SV: Fort +2, Ref +4, Will +9; Str 12, Dex 13, Con 12, Int 13, Wis 14, Cha 18.
Background: NA.
Skills: Bluff +11, Concentration +5, Disguise +10, Knowledge (arcana) +5, Listen +7, Perform +7, Sense Motive +6, Spellcraft +5, Spot +7.
Feats: Alertness, Iron Will.
Fortunes: None.
Equipment: Spell component pouch, other trinkets.
Spells Known: 4 0-level, 2 1st-level. Daze, detect magic, read magic, resistance; mage armor, sleep.
Spells per Day: 5 0-level, 4 1st-level.
Siren Sorceress Apprentice
Female Siren Sorcerer 4; CR 8; Size medium; HD 3d8+4d4+7; hp 34; Init +2 (+2 Dex); Spd 30 ft., Swim 50ft.; AC 12 (+2 Dex); Atk +6 (1d4+1, dagger); SQ Paralyzing beauty, song of longing, spell-like abilities, alter self, darkvision 60 ft.; AL N; SV: Fort +3, Ref +6, Will +11; Str 12, Dex 14, Con 12, Int 13, Wis 14, Cha 18.
Background: NA.
Skills: Bluff +11, Concentration +8, Disguise +10, Knowledge (arcana) +8, Listen +7, Perform +7, Sense Motive +6, Spellcraft +8, Spot +7.
Feats: Alertness, Combat Casting, Iron Will.
Fortunes: None.
Equipment: Spell component pouch, other trinkets.
Spells Known: 6 0-level, 3 1st-level, 1 2nd-level. Dancing lights, daze, detect magic, ghost sound, read magic, resistance; mage armor, silent image, sleep; hypnotic pattern.
Spells per Day: 6 0-level, 7 1st-level, 4 2nd-level.
Siren Sorceress Mistress
Female Siren Sorcerer 6; CR 5; Size medium; HD 3d8+1d4+4; hp 20; Init +1 (+1 Dex); Spd 30 ft., Swim 50ft.; AC 11 (+1 Dex); Atk +4 (1d4+1, dagger); SQ Paralyzing beauty, song of longing, spell-like abilities, alter self, darkvision 60 ft.; AL N; SV: Fort +2, Ref +4, Will +9; Str 12, Dex 13, Con 12, Int 13, Wis 14, Cha 18.
Background: NA.
Skills: Bluff +11, Concentration +5, Disguise +10, Knowledge (arcana) +5, Listen +7, Perform +7, Sense Motive +6, Spellcraft +5, Spot +7.
Feats: Alertness, Combat Casting, Iron Will, Leadership.
Fortunes: None.
Equipment: Spell component pouch, other trinkets.
Spells Known: 7 0-level, 4 1st-level, 2 2nd-level, 1 3rd-level. Arcane mark, dancing lights, daze, detect magic, ghost sound, read magic, resistance; charm person, mage armor, silent image, sleep; hypnotic pattern, invisibility; major image.
Spells per Day: 6 0-level, 7 1st-level, 6 2nd-level, 4 3rd-level.
Siren sorceresses tend to focus on spells from the schools of enchantment, illusion and abjuration. They enjoy toying with their victims, beguiling their minds and misleading them. The GM can always adjust their spell selection for the needs of the campaign, of course. For example, a group of siren sorceresses working as shipwreckers could focus on more powerful offensive magic to use against approaching vessels.
In this way, sirens could serve a variety of purposes in a campaign; a few of the possibilities are detailed here.
*In a traditional way, the sirens could use their illusions to lead unfortunate vessels into dangerous rocks.
*The enchanting women could also become involved in the politics of the region, perhaps serving as spies for those who buy their services. Given the myriad conflicts between the Barbary States, Spain and other countries of Europe, this could develop into a web of possible intrigues.
*Of course, if particularly valuable treasures are involved—and especially if they can provide access to greater magic—the sirens could always choose to operate on their own behalf.
*Those with powerful enchantment magic at their disposal could also use it to control monsters of the sea, using them to extort money from ships or seaside communities, or for other purposes.
*Those sorceresses who summon familiars—usually sea birds or dolphins—could use them as spies and messengers.
As indicated above, the sirens could thus serve as a single challenging encounter, or running into them might be the introduction to a series of intrigues and related events.
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