Thursday, July 24, 2014

Two Things

This is just a quick post to mention two recent pirate-related developments. One is that the fifth installment of the Pirates of the Caribbean franchise now has a release date: 7 July 2017. According to Wikipedia, the working subtitle for this entry is "Dead Men Tell No Tales."

http://blogs.disney.com/oh-my-disney/2014/07/23/pirates-of-the-caribbean-5-gets-a-release-date-savvy/

The other item is that the full first season of Black Sails is now available through iTunes.

https://itunes.apple.com/us/tv-season/id891094596?i=891325475&ign-mpt=uo%3D2

-Nate

Tuesday, July 22, 2014

The Fighting Pit

There are all kinds of entertainments available in a sizable port city. While taverns and brothels are usually the first to catch a sailor's attention, there are also traveling bards and perhaps even more organized types of shows. One that appeals to a particular crowd, however, is the fighting pit. An enterprising young adventurer who didn't really take to the adventuring lifestyle, Thayer took the gold that he earned during his brief career and used it to buy a rather ordinary warehouse close to the docks. That structure he then refurbished, digging out a basement, building quarters for competitors and then adding two levels from which patrons can watch the fights.



The Fighting Pit
Broad double doors provided access to the warehouse at street level. The building itself is two stories above ground. Those two levels have been gutted of everything but support pillars, a railing to prevent spectators from falling into the pit, and a spiral staircase in each corner that provides access to the other levels. The pit itself is sixty feet on a side, with a floor of packed dirt and sand. It is surrounded on the underground level by sixteen small rooms, where combatants can prepare for, and recover after, matches.

Running Matches
Entry for a night's entertainment costs 5 sp. Given that it's standing room only, positions against the railing are on a first come, first served basis only. Each bout pits two competitors against each other in single combat. In game terms, this can be handled in much the same manner as typical Pathfinder battles. Matches are fought to incapacitation, so there's usually a chance that the loser can recover. Thayer keeps a cleric on hand, too, to provide healing for the defeated. Although the combatants are permitted to use any magic that they might possess, no outside participation or interference of any kind is permitted. That rule is enforced not only by Thayer and his heavies, along with a hired wizard named Ancalimë, but also by the spectators, especially those who have wagers on one combatant or another.
At the end of the night, Thayer keeps half of the proceeds for distribution to his employees and profit; the other half is divided among the competitors.

Betting on Fights
On the subject of gambling, it is permitted. While there is not technically a limit on wagers, they don't generally exceed ten gold pieces per fight. Because Thayer and his heavies don't wish to be bothered by keeping track of this business, it is standard practice for the two participants in a bet to have a third party observe the transaction.

Personnel
At any given time, Thayer and a dozen or so guards are present to make sure that things run smoothly.

Sylvio Thayer
CR 4
XP X
Male human fighter 5
N Medium humanoid
Init +1; Senses Perception +0
DEFENSE
AC 11, touch 11, flat-footed 10 (+1 Dex)
hp 47 (5d10+10+5)
Fort +6, Ref +2, Will +1
Resist Details
OFFENSE
Spd 30 ft.
Melee Weapon +12 (1d8+7)
Special Attacks weapon training +1
STATISTICS
Str 18, Dex 13, Con 14, Int 8, Wis 10, Cha 12
Base Atk +5; CMB +10; CMD 20
Feats Cleave, Dodge, Great Cleave, Power Attack, Vital Strike, Weapon Focus (longsword), Weapon Specialization (longsword)
Skills Climb +12, Survival +8, Swim +12
Languages Common
SQ bravery +1, armor training 1
Combat Gear Studded leather armor +1, longsword +1, pouch containing 100 gp in mixed coins

Sylvio Thayer loves nothing more than a good fight. What he did not love were the privations that adventurers had to suffer as part of their lifestyle—sleeping outside on the hard ground, subsisting on trail rations and limited quantities of ale, and the like. That's why he retired from that profession, choosing instead to invest his hard-earned money in this fighting pit. Now he can enjoy as much fighting as he is able to arrange, while still living comfortably in town.

Thayer's Enforcers
CR 1/3
XP 135
Male human warrior 1
N Medium humanoid
Init +1; Senses Perception +0
DEFENSE
AC 14, touch 11, flat-footed 13 (+1 Dex, +3 armor)
hp 6 (1d10+1)
Fort +3, Ref +1, Will +0
Resist None
OFFENSE
Spd 30 ft.
Melee Longsword +1 (1d8+2)
Special Attacks Power Attack
STATISTICS
Str 15, Dex 12, Con 13, Int 8, Wis 10, Cha 9
Base Atk +1; CMB +3; CMD 14
Feats Power Attack
Skills Climb +6
Languages Common
Combat Gear Studded leather armor, longsword

These fellows have a fairly cushy job that lets them show off a little bravado without actually facing much danger; it suits them well. They are given to bluster, but can be overwhelmed by a real show of martial prowess.

Brother Fain
CR 2
XP 600
Male dwarf cleric 3
NG Medium humanoid
Init -1; Senses Perception +3; Darkvision 60 ft.
DEFENSE
AC 13, touch 9, flat-footed 13 (-1 Dex, +4 armor)
hp 23 (3d8+6)
Fort +4, Ref +0, Will +6
Resist hardy, stability
OFFENSE
Spd 20 ft.
Melee Heavy mace +4 (1d8+1)
Special Attacks None
STATISTICS
Str 13, Dex 8, Con 14, Int 10, Wis 17, Cha 14
Base Atk +2; CMB +3; CMD 12
Feats Extra Channel, Selective Channeling
Skills Diplomacy +7, Heal +9, Knowledge (religion) +6
Languages Common, Dwarven
SQ Channel positive energy 2d6
Domain Spell-Like Abilities: Rebuke Death, Touch of Good
Spells Prepared
1st—Cure light wounds, deathwatch x3
2nd—Cure moderate wounds, gentle repose x2
Combat Gear Chain shirt, masterwork heavy mace, healer's kit, silver holy symbol

Brother Fain worships the Goddess of Mercy, bringing her blessing to those in need of healing. Sometimes he struggles with his job as healer for a fighting pit, given that those who engage in combat aren't doing it for any cause higher than that of earning some money. For that reason, he sometimes dreams of finding a band of adventurers and joining their efforts to dome some real good in the world.

Ancalimë
CR 2
XP 600
Male elf wizard (diviner) 3
CN Medium humanoid
Init +3; Senses Perception +3; Low-light vision
DEFENSE
AC 13, touch 13, flat-footed 10 (+3 Dex)
hp 13 (3d6)
Fort +1, Ref +4, Will +4
Resist Elven immunities
OFFENSE
Spd 30 ft.
Melee Quarterstaff +2 (1d6)
STATISTICS
Str 10, Dex 16, Con 11, Int 17, Wis 12, Cha 8
Base Atk +1; CMB +1; CMD 14
Feats Greater Spell Focus (divination), Scribe Scroll, Spell Focus (divination)
Skills Knowledge (arcana) +9, Knowledge (geography) +9, Knowledge (history) +9, Knowledge (local) +9, Spellcraft +9
Languages Elven, Common, Gnomish, Dwarven, Orcish
SQ Bonded item (staff)
Spells per Day: 4/3/2
Spells Prepared
0th—Detect magic x3, read magic
1st—Comprehend languages x2, identify
2nd—Detect thoughts x2
Combat Gear Robes, masterwork quarterstaff, component pouch, spellbook, potion of gaseous form, scroll containing mage armor and shield


At first glance, it might seem unusual that a wizard (and a diviner at that) is involved in business like this fighting pit. While it's true that the half-elf's job is to monitor spectators and competitors alike to prevent the use of magic in the fights, Ancalimë also uses the opportunity to pry into the minds of those who are present. So far he has just done so for his own amusement, but it won't be long before he learns something really important and decides to use this tidbit for his own gain.

Using the Fighting Pit in a Nautical Fantasy Campaign
There are many ways in which this establishment could become involved in a nautically-themed Pathfinder campaign; a few of the possibilities are detailed here.
  • First and foremost, one or more of the PC's could participate in the fights in order to hone abilities and earn some coin.
  • Indeed, a party might come together for the first time while all are present and something happens to draw them into an adventure.
  • Should somebody decide to cheat, perhaps by aiding one competitor or hindering another—the PC's could have a chance to bring that person to justice.
  • If Ancalimë ever learned something really important, he might sell that information; that, in turn, could lead to blackmail or perhaps even a murder, and the PC's might be asked to investigate.
  • When a young noble decides to participate in the fights, the kid's parents hire the PC's to bring the wayward youth back home. The crowd at the fighting pit doesn't like this intrusion, however, and so the PC's must decide to be forceful or subtle—perhaps even requiring cheating on their part.

Monday, July 21, 2014

Four Things

This post is a bit of a hodgepodge, so I'm going to break it up into smaller parts.

-Nate


Skull & Shackles
This past weekend some friends and I started in on the Skull & Shackles adventure path for the Pathfinder roleplaying game. I am, of course, very excited about this. Right away our characters found themselves serving aboard the Unlucky Halfling, called upon to perform all manner of tasks related to sailing the ship. The adventure did a nice job of incorporating those elements, giving the scenario a distinctly maritime feel. I highly recommend it to enthusiasts of nautical fantasy.

Here's a link to the player's guide for the campaign, by the way, which is free for download.

Skull & Shackles Player's Guide


Legendary Games
For GM's who are running this adventure path, or for those running Freeport games or other pirate-oriented campaigns, I recommend checking out the PDF's available from Legendary Games. While I have not read any of them myself, they seem tailor-made for incorporating into a series of pirate adventures.

Pirate Plug-Ins


Crossbones
I've been following the show Crossbones on NBC for six episodes now, and I think the show is really starting to move. There were a number of major developments in the most recent episode, "A Hole in the Head," and they have me excited to see how it all concludes. Here's hoping that NBC manages to renew a series that gives the viewer something different from the usual medical dramas, police procedurals and reality shows.

Crossbones


Finally, here's a table with suggested heights for different positions in a ship's rigging, in case characters need to climb up to them or if they should fall from them. It's based on an image I shared previously.

Third-Rate Ship


Falling Distance
In any nautical campaign, chances are good that some of the characters are going to spend time in the ship's rigging. When that happens, Climb and perhaps Balance checks become necessary. Should any of those fail, it's important to know how far characters could end up falling. The following heights are based upon the schematic of a third-rate ship of war, presented previously. The GM can use these as a guideline when adapting heights for smaller or larger vessels.

Position
Mizzenmast
Mainmast
Foremast
Lower Spar
30 ft.
40 ft.
30 ft.
Middle Platform
40 ft.
50 ft.
40 ft.
Higher Spar
50 ft.
60 ft.
50 ft.
Top Platform
70 ft.
90 ft.
80 ft.



Monday, July 14, 2014

Orc Whaling Ship

This post continues taking the blog in a high-fantasy direction. Recently I've been reading the draft manuscript of the new Freeport setting book for use with Pathfinder, and it has me excited to run a campaign in the city that started my love of pirates.

-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.