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
Thursday, July 24, 2014
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
-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
-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.
Subscribe to:
Posts (Atom)