For those who've been anticipating the new Starz series Black Sails, it seems that the first episode is available online. I've been attempting to watch it, but I receive an error message after a few minutes of watching. I'm going to keep trying.
-Nate
Black Sails
My second effort has proven successful. This time I went to the website directly (instead of via the Facebook link) and watched the first episode. Here are some thoughts.
1. The episode started well, with a pirate attack on a merchant vessel. I don't want to give away any important details, but beginning with this kind of action was a great way to capture interest.
2. This show is pretty. When I watch TV, I want to see things that are different from the real world in the here and now. This show delivers that in spades, with gorgeous landscapes and backdrops and characters that conjure the world of 1715.
3. This show is R-rated. (To be more precise, it is TV MA.) I'm not accustomed to shows that can be so direct about sex and violence, and this show has plenty of both.
4. These characters aren't heroes. They are pirates. They are motivated by profit and pleasure, which is realistic. That makes it a bit hard to stomach at times, but it's fun watching.
5. There's plenty of drama, most of which is only introduced and remains unresolved. Naturally, I'm eager to see what happens next.
Saturday, January 18, 2014
Monday, January 6, 2014
Ritual Magic
Here's a post that can apply to both D&D 3e/Skull & Bones and Pathfinder--a system for using ritual magic in a campaign.
Ritual Magic
According to the core rules for Dungeons & Dragons 3rd
Edition and its derivatives, casting spells is an individual process.
A single spellcaster works by oneself to complete the necessary
incantation and gesture, and provides any required materials to
trigger the desired effect. While that system works very well for the
types of adventures one normally experiences in a high-fantasy
setting, it can also be interesting to make spellcasting into more of
a group activity. This can also allow multiple lower-level characters
to unleash spells that would normally beyond their capacity.
Basic Mechanics
In essence, using ritual magic allows characters to apply the bonuses
of metamagic feats to spells based on the number of additional
characters who contribute to them. To do so, one character--usually
the highest-level caster present--is designated as the primary
caster. The spell, using that character's level, is the base effect.
Additional characters can contribute the bonuses of metamagic feats,
based on the number of caster levels they add to the mix.
Levels /
Effective Level Increase
2 / +1 spell level
4 / +2 spell levels
6 / +3 spell levels
8 / +4 spell levels
For example, a siren sorceress mistress (level 6) is being assisted
by her apprentice (level 4) and eight neophytes (each level 1). The
mistress is, of course, the primary caster. She decides to create a
major image with which to mislead some passing sailors.
Ordinarily, the DC for that spell would be 13 + her Charisma
modifier; it would have a range of 640 feet, and an area of effect
equal to ten 10-foot cubes. With the assitance of her fellows,
however, she could add the following effects:
- Enlarge Spell (+1 effective level; increase range to 1280 feet)
- Widen Spell (+3 effective levels; area of effect increases to twenty 10-foot cubes)
- Heighten Spell (+2 effective levels; increase DC to resist the spell to 15 + caster's Charisma bonus)
This combination can be especially useful for wicked spellcasters who
are summoning extaplanar creatures or who are creating undead
monsters.
Limitations
Note that all characters who contribute must have at least one level
in a spell-casting class, and all of those who work together use only
the levels that they share in a single class. Furthermore, spells
which require concentration are automatically disrupted if even one
of the contributing characters is incapacitated. The characters who
are involved must be in physical contact with each other, such as in
a circle together. Finally, the casting times for spells increases
during ritual castings.
Normal / Ritual
Swift
/ Standard action
Move
/ Full-round action
Standard
/ Full-round action
Full-Round
/ Two rounds
Longer
/ Casting time is doubled
Thursday, January 2, 2014
Out of the Blue
This post marks a new direction for the D20 Pirates blog. It's not so much a change of course, however, as it is a broadening of horizons. For four years I've focused on a historical setting using the Dungeons & Dragons 3rd Edition ruleset and the Skull & Bones campaign guide. What I want to do now is to start including more traditional fantasy material with a nautical theme. I'll still be posting pieces related to the Come Hell and High Water series, including the finale for that story arc. Additionally, I'll include material that uses the Pathfinder ruleset.
Here's why. More than thirteen years ago, when I attended Gen Con for the release of D&D 3E in 2000, one of the first third-party products available was the adventure Death in Freeport from Green Ronin Publishing. I bought it to have an adventure for the new system, and quickly developed a love for the setting. That was what eventually led me to my interest in historical piracy. Since then, as I've worked on this blog, I've also had some ideas for articles and adventures related to nautical high fantasy in general and Freeport in particular. I want to begin including that material. For that reason, my first post of 2014 is a short story, along with seven new spells for use with Pathfinder.
Happy New Year to all; I'm excited to see where this leads.
-Nate
Here's why. More than thirteen years ago, when I attended Gen Con for the release of D&D 3E in 2000, one of the first third-party products available was the adventure Death in Freeport from Green Ronin Publishing. I bought it to have an adventure for the new system, and quickly developed a love for the setting. That was what eventually led me to my interest in historical piracy. Since then, as I've worked on this blog, I've also had some ideas for articles and adventures related to nautical high fantasy in general and Freeport in particular. I want to begin including that material. For that reason, my first post of 2014 is a short story, along with seven new spells for use with Pathfinder.
Happy New Year to all; I'm excited to see where this leads.
-Nate
Out
of the Blue
"This
is a regular pea soup fog, if I've ever seen one." Maximillian
was perched in the bow of the sloop Endeavor, hand held over
his eyes, peering ahead into the gloom.
Konrad
stood beside him; he'd already given up on trying to see anything.
The dwarf grinned, shaking his head. "I've had your pea soup,
and it ain't this thick. Of course, I wouldn't say there's anything
regular about your cooking."
The
halfling shrugged, keeping his eyes forward. "I make do with
what we have."
Konrad
considered that and then nodded. "That you do, lad; that you
do." A moment passed. "Well, give a yell if you see
anything."
"I
will."
With
that, Konrad began to make his way aft. He nodded to the various crew
members as he passed them, and then clambered up the ladder to the
sloop's sterncastle. There he found Uriel manning the whipstaff,
under Horace's direction. The latter, a human, was consulting his
book of charts.
Horace
shook his head, resigned. "We're too close to the reef to risk
sailing blindly; we could lower a boat and try towing us."
The
half-orc helmsman nodded. "It's hard working, but it beats just
sitting here."
"Okay,
then." Horace stepped up to the railing and cupped his hands to
his mouth. "All hands--"
He
froze as a shadowy form materialized out of the mist--a ship, the
deck of which was swarming with orc pirates.
"Battlestations!"
Horace yelled.
The
crew of the Endeavor rushed to respond. Some bolted down the
stairwell to the cargo hold and soon after began passing up weapons.
Uriel let go of the whipstaff and jumped down to the main deck,
drawing his greatsword as he did so. He began slashing at the ropes
attached to grappling hooks which rained down from the attacking
vessel, but he could not keep up with the pace of the onslaught.
Horace grabbed the helm and tried to turn away from the enemy, but it
was no use; the pirates heaved on their lines, pulling the two ships
together.
From
his position at the bow, Maximillian bolted for the mainmast and
scampered up it. A moment later he was joined by Lucinda, the
half-elf sorceress. The halfling helped himself to her crossbow and
started sniping at foes, while she began raining fiery offensive
spells down upon them.
Horace,
meanwhile, gave up on steering and raced to join Uriel, as did
Konrad. The three of them stood with their backs to one another,
ready for the assault.
When
the two ships bumped together, the pirates leaped aboard the
Endeavor, brandishing their cutlasses. The air rang with the
clashing of steel as the crews went to battle.
In
the middle of the melee a hulking figure came striding over the
ship's railings, an ogre who carried a length of chain with an anchor
hanging from it. He surveyed the fray for a moment, and then his eyes
settled upon the dwarf, human and half-orc. With a sound somewhere
between a laugh and a growl, he started spinning his weapon and
advanced toward them.
Uriel
let loose with a roar and charged the ogre. Before he could close the
monster lashed out with his anchor chain, entangling the half-orc,
and then dragged him off of his feet. Horace and Konrad moved to
flank him, but he kept them at bay with a flurry of swings. Then,
looming over Uriel, he readied himself for a killing blow.
That
was when Maximilliam sprang into action, leaping from his position of
safety. The halfling landed on the sterncastle railing, where he
snatched up the mounted swivel gun, and vaulted from there to the
main deck. He rolled to his feet and stepped in behind the ogre,
whose eyes went wide. Then Max set a tindertwig to the fuse.
There
was a puff of smoke, but nothing else happened.
"Misfire,"
the ogre snarled.
"Not
quite," Lucinda declared. Then she muttered a quick incantation.
Something
happened inside the swivel gun, and Maximillian tried the fuse again.
This time it erupted with a blast that sent the ogre sprawling to the
deck. Recognizing a chance to turn the tide of battle, the five
adventurers threw themselves back into combat.
New
Spells
The
following spells are intended for use in any nautical fantasy
campaign setting that includes firearms.
Fog
Shroud
School
conjuration (creation); Level
druid 4, sorcerer/wizard 4
Casting
Time
1 standard action
Components
V, S
Range
medium (100 ft. + 10 ft./level)
Targets
one vessel
Duration
10 min./level
Saving
Throw
none; Spell
Resistance
no
This
spell functions in the same manner as a fog cloud spell,
except that it creates a bank of fog large enough to conceal a
sailing vessel.
Reload
Artillery
School
conjuration (creation); Level
sorcerer/wizard 3
Casting
Time
1 move action
Components
V, S, F (catapult stone, ballista bolt or cannon ball and powder)
Range
close (25 feet + 5 feet/2 levels)
Targets
weapon chosen
Duration
instantaneous
Saving
Throw yes (optional); Spell Resistance no
This
spell functions in the same manner as the reload firearm
spell, except that it applies to an artillery piece such as a
ballista or cannon. As such, it requires either a catapult stone, a
ballista bolt or spear, or a charge of gunpowder and a cannon ball as
the focus for casting it.
Reload
Artillery, Mass
School
conjuration (creation); Level
sorcerer/wizard 6
Casting
Time
1 move action
Components
V, S, F (catapult stone, ballista bolt or cannon ball and powder)
Range
close (25 feet + 5 feet/2 levels)
Targets
1 weapon/level, no two of which may be more than 30 feet apart
Duration
instantaneous
Saving
Throw yes (optional); Spell Resistance no
This
spell functions in the same manner as the reload artillery
spell, except that it applies to as many weapons as fit within the
designated parameters.
Reload
Crossbow
School
conjuration (creation); Level
sorcerer/wizard 1
Casting
Time
1 move action
Components
V, S, F (crossbow bolt)
Range
close (25 feet + 5 feet/2 levels)
Targets
weapon chosen
Duration
instantaneous
Saving
Throw
yes (optional); Spell
Resistance
no
This
spell reloads one crossbow or similar weapon. It causes the weapon to
become cocked and ready to fire, with an ordinary projectile of the
appropriate size loaded in it. The projectile and arrangement remain
indefinitely until used.
Reload
Crossbow, Mass
School
conjuration (creation); Level
sorcerer/wizard 4
Casting
Time
1 move action
Components
V, S, F (crossbow bolt)
Range
close (25 feet + 5 feet/2 levels)
Targets
1 weapon/level, no two of which may be more than 30 feet apart
Duration
instantaneous
Saving
Throw yes (optional); Spell Resistance no
This
spell functions in the same manner as the reload crossbow
spell, except that it applies to as many weapons as fit within the
designated parameters.
Reload
Firearm
School
conjuration (creation); Level
sorcerer/wizard 2
Casting
Time
1 move action
Components
V, S, F (bullet and powder)
Range
close (25 feet + 5 feet/2 levels)
Targets
weapon chosen
Duration
instantaneous
Saving
Throw yes (optional); Spell Resistance no
This
spell functions in the same manner as the reload crossbow
spell, except that it applies to a gunpowder weapon. As such, it
requires a charge of gunpowder and a bullet as the focus for casting
it.
Reload
Firearm, Mass
School
conjuration (creation); Level
sorcerer/wizard 5
Casting
Time
1 move action
Components
V, S, F (bullet and powder)
Range
close (25 feet + 5 feet/2 levels)
Targets
1 weapon/level, no two of which may be more than 30 feet apart
Duration
instantaneous
Saving
Throw yes (optional); Spell Resistance no
This
spell functions in the same manner as the reload firearm
spell, except that it applies to as many weapons as fit within the
designated parameters.
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