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




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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