Thursday, November 27, 2014

Grid Markers for Ships

Happy Thanksgiving to all.

Here is a link to a PDF containing top-down images of ships for which I've made deck plans, suitable for printing and use on a combat grid.

Ship Markers

-Nate

Wednesday, November 26, 2014

The Docks and the Plaza

This post continues to develop the asteroid colony of Crossroads, focusing on the first locations that a newcomer is likely to visit.

-Nate


1. The Docks
One end of the asteroid is equipped with broad wooden platforms, fifteen feet wide and 150 feet long, for mooring aetherships. The nature of maneuvering in space allows captains to draw their vessels right up along the asteroid, requiring a DC 15 Profession: pilot check. Failure by five or more causes a collision, resulting in damage based on the size of the aethership in question to both the vessel and the docks. Those who make landfall are likely to be met by one of Luciano Reda's cargo inspectors and some dockworkers; those latter individuals double as enforcers if there is need.

Cargo Inspector
CR 2
XP 600
Male human bard 3
N medium humanoid
Init +1; Senses Perception +9
DEFENSE
AC 13, touch 11, flat-footed 12 (+1 Dex, +2 armor)
hp 13 (3d8)
Fort +1, Ref +4, Will +4
Resist Bard abilities
OFFENSE
Spd 30 ft.
Melee Shortsword +1 (1d6-1)
Ranged Light crossbow +3 (1d8)
Special Attacks Bard abilities
STATISTICS
Str 8, Dex 13, Con 10, Int 15, Wis 12, Cha 14
Base Atk +2; CMB +1; CMD 12
Feats Alertness, Dodge, Persuasive
Skills Appraise +8, Bluff +8, Diplomacy +10, Intimidate +10, Knowledge (local) +8, Perception +9, Perform +10, Profession (Sailor) +7, Sense Motive +9
Languages Common, Dwarven, Elven
SQ Bard abilities
Combat Gear Leather armor, short sword, light crossbow, case of 10 bolts, musical instrument, pouch containing 1d20 for each type of coin, logbook, quills and ink

Each of these fastidious individuals values the cargoes brought into Crossroads and levies a 1% tax on them. Although regarded as somewhat aloof, they also enjoy sharing a story or a song in the tavern, and hearing new material from those passing through port.
Dockworker
CR ½
XP 200
Male human fighter 1
N medium humanoid
Init +1; Senses Perception +1
DEFENSE
AC 13, touch 11, flat-footed 12 (+1 Dex, +2 armor)
hp 8 (1d10+2)
Fort +4, Ref +1, Will +1
Resist None
OFFENSE
Spd 30 ft.
Melee Longsword +4 (1d8+2)
Ranged Light crossbow +2 (1d8)
Special Attacks None
STATISTICS
Str 15, Dex 13, Con 14, Int 10, Wis 12, Cha 8
Base Atk +1; CMB +3; CMD 14
Feats Cleave, Power Attack, Weapon Focus (longsword)
Skills Climb +6, Profession (sailor) +5
Languages Common
SQ None
Combat Gear Leather armor, longsword, light crossbow, case of 10 bolts, pouch containing 1d6 sp and 1d12 cp

These rough, tough individuals handle the loading and unloading of cargo in Crossroads. What is more, they act as peacekeepers should it become necessary. When not on duty, they can usually be found at the local tavern, or sleeping off recent festivities in one of the typical dwellings on the hillside.

2. The Plaza

More of an open expanse of rock than any kind of structure, this area sees a steady stream of traffic when ships are in port. At the same time, it can be home to impromptu marketplaces that pop up when locals or visitors have wares to sell. This is especially the case during the Festival of the Comet, an event that occurs annually.

Sunday, November 23, 2014

Crossroads

Back in the epic Spelljammer campaign that we played in junior high and high school, one location that really stands out to me is the Rock of Bral. Although we flitted from Krynn to the Realms to Greyspace, it was the Rock that provided a sense of cohesion and familiarity. With that in mind, this post begins to detail an asteroid city known as Crossroads. Future posts will continue to flesh out this floating city and its inhabitants.

-Nate



A History of Crossroads
When brave explorers decided to leave their home planet and explore the unknown reaches of space, one of the first locations they visited was the asteroid belt. After all, each of the drifting space rocks contained valuable ore, and reaching them in an aethership wasn't as difficult as making landfall on a full world. It wasn't long, then, before a savvy entrepreneur realized that having a place for the miners to go for some downtime, without having to sail back to their home planets, could be a lucrative enterprise. That's why a human merchant named Luciano Reda invested in transforming one from an a mined-out rock into a habitable planetoid, one complete with docks for landing aetherships and all the benefits of a port town.

At first Reda had to hire people to live on his asteroid. Before long, though, other like-minded entrepreneurs recognized good business opportunities when they saw them and decided to try opening their own establishments there. Reda had made sure to build a tavern and inn, an outfitter and a warehouse, knowing that such places were vital to the fledgling economy. Soon those three structures were joined by a public shrine, an observatory, stables and an apothecary, and an enthusiastic halfling druid even began to develop orchards and gardens. Now Reda's colony, a village in its own right, has come to be known by the name Crossroads.

Crossroads
N village
Corruption +0; Crime -2; Economy +2; Law -1; Lore +1; Society +1
Qualities Insular, Prosperous
Danger +0
DEMOGRAPHICS
Government Council
Population Approximately 100 (the exact number, along with the breakdown by race, varies according to the ebb and flow of traffic through Crossroads)
Notable NPCs
Luciano Reda (N human rogue 7)
MARKETPLACE
Base Value 500 gp; Purchase Limit 2500 gp; Spellcasting 3rd



The Lay of the Land
Presented here is a key to buildings listed on the map of Crossroads; individual establishments are detailed below.

1. Docks

2. Plaza

3. Tavern & Inn

4. Outfitter

5. Warehouse

6. Manor House

7. Ordinary Dwellings

8. Obelisk

9. Grove

This list is by no means comprehensive, of course, and individual GM's should feel free to adapt the floating city as they see fit.

Saturday, November 22, 2014

Con of the North 2015

For anyone who's in the area and enjoys nautical fantasy adventures, I'll be running a couple of Freeport scenarios at Con of the North, on Valentine's Day weekend in the Twin Cities.

Con of the North

-Nate


Campaign Style and Developing Cultures

Here are a couple of articles about space fantasy campaign design and developing interesting cultures.

-Nate


A Question of Style—Star Wars vs. Star Trek, or Something In-Between
In planning a space fantasy campaign, a GM can look to two great sources of inspiration: the franchises of movies, TV shows, novels, comics, etc. for Star Wars and Star Trek. For one thing, the sheer mass of material for each of these titles should provide plenty of ideas. For another, the differences between the two represent different theories in campaign design.

Star Wars: One Overarching Plot
A rebellion against an evil Galactic Empire drives the plot in the original movie trilogy. What is more, most of the early spinoff material focuses on that conflict as well. (This can be compared to the “Adventure Path” model that has been so successfully utilized by Paizo Publishing, where the scenarios in a campaign are driven by one primary plotline.) While fighting in the interplanetary Civil War, of course, the heroes do visit distinctly different planets and interact with their inhabitants, but that's not really the focus of the adventures.

In a campaign such as this, the focus could be a plot by an alien species such as the formians to conquer Known Space, the quest for an artifact that can destroy worlds, the establishment and operation of a settlement in aetherspace, or something similar. An advantage of this model is that it provides a sense of cohesion to a campaign; a challenge is that it can be hard to develop one main plot slowly over numerous adventures.

Star Trek: New Discoveries Each and Every Day
The introduction to the first TV series summarizes this style nicely: “...to explore strange new worlds, to seek out new life and new civilizations...” etc. In this case, individual adventures focus on interacting with these unique environments, and many of the conflicts in them stem from cultural differences. In this case, the crew of the aethership have some kind of mission; this might include exploration, trade, military functions or the like.

In a campaign such as this, the focus might be on acquiring and selling cargoes from one world to the next, spreading the teachings of a religious faith, gaining and recording knowledge of the new worlds in question, implementing the will of a sovereign ruler, or the like. An advantage for this type of campaign is that it allows the GM tremendous flexibility in planning adventures, but a disadvantage is that it can be hard to create a sense of impetus from one session to another.

Something In-Between: Firefly and Serenity
The most likely solution for a space fantasy campaign is that the GM chooses a path in the middle of these poles. A good example of this is the TV series Firefly, taken together with the movie Serenity. In the dozen or so episodes of the prior, the character are just regular people traveling the galaxy and trying to make a living. Wherever they go, they run into new and interesting characters, along with conflicts to face. There are recurring characters, however, along with a couple of plot elements—the mystery of the Reavers and the Alliance's problem with River—that are gradually developed.


Back on my homeworld, individuals, organizations and even nations fought over the limited resources they saw around them. Those of us who've learned the secret of aetherial travel know that the galaxy's resources are almost unlimited. Of course, that doesn't mean we're sharing the secret.”

-Luciano Reda, human merchant prince

Worlds Building Revisited: Alien Civilizations and Cultures
A previous article discussed how to work different and interesting kinds of worlds into space fantasy adventures. Just as important, however, are the beings who inhabit those worlds, and the societies in which they live. When creating new civilizations and cultures for a campaign setting, the GM would do well to consider the following factors.

Start with Species
The most important point to consider, of course, is the species that inhabit(s) the planet in question. As mentioned previously, space fantasy campaigns provide an excellent chance to introduce strange new entities; the characteristics of those creatures go a long way toward providing the nuances of how they organize themselves and interact with each other.

Take, for example, the formians from Bestiary 4. They are instectoid creatures, and thus their society has many of the qualities of bug colonies. They are unthinkingly loyal to their queen, and tend to live in large communal complexes. Any kind of armed forces they have are more for protecting against outsiders than for enforcing their own laws amongst themselves. Of course, if the planet in question also has slaves toiling away for their formian masters, then their could be pockets of escapees who live freely but in constant danger. If one or more formians ever rejected the queen's authority, however, that could make for a distinctly different settlement. There, too, if two queens went to war, then the preparations of each colony for battle provide another important detail.

The arborlings—creatures from a supplement published by Clockwork Gnome—on the other hand, are sentient plant creatures. On a world that has plenty of soil, moisture and sunlight, they don't need to compete for material goods. One can imagine a fairly idyllic, sylvan planet with very little in the way of government or law enforcement, but periodically the arborlings gather to discuss the health of the forest and share news. Should there be competitors for the forests' resources, however, more organization might be required.

What Kind of World?
A previous article discussed the many varieties of planets depending on their type, temperature and other features. Those details also impact how inhabitants live on such worlds, and thus the structures of their society. For example, on a hot planet close to its sun, the locals might be forced to live underground in order to avoid the heat. In such cases, a subterranean lake might be the center of the major settlements. Similarly, on a cold world the locals could live next to volcanic vents in order to benefit from the heat that they provide. Fungus could become an important foodsource. On a planet covered with water, transportation via ship would be invaluable. If it's also a cold planet, then sailing ships might be replaced by ones with runners for maneuvering on the ice. Aetherships would be a necessity on a gas giant, where traveling between sky citadels is the primary traffic.

With this in mind, the GM should also scan through the Bestiary books and decide what else lives on the planet in question. Which monsters are appropriate to the environment? Are there any unexpected surprises lurking in the corners of the world? In addition to determining what kinds of random encounters travelers might have on these worlds, this can provide inspiration for developing a world's history (see below).

These details also help determine which commodities are readily available and which are scarce, thereby establishing imports and exports. Many foodstuffs could be rare and exotic (and thus valuable) on worlds that don't have the climate or conditions for growing them. That's not the case on a temperate, sylvan world. A hot planet might have an overabundance of valuable metal ores, but would pay good money for fresh drinking water.

Pick Technology and Magic Level
The default technology level for most standard fantasy campaigns is somewhere between medieval and Renaissance. Moreover, magic is relatively common, as long as one has the money, the connections or the natural ability. Traveling from world to world provides a chance to introduce planets with different degrees of advancement in both these categories, however. For example, one might have a society that has come no further than nomadic hunter-gatherers, while a second could have achieved something akin to steampunk. At the same time, magic could be virtually unknown on one world, and therefore viewed with awe, greed or fear; on another it might be so commonplace as almost to lose its value. Needless to say, these factors can have a huge impact on how the PC's interact with the inhabitants of these worlds, and perhaps even more long-term influence once the characters have visited them.

Making History
Every world should have its own history, even if it's just a rough sketch for which details can be filled in later. What are the recent events that have taken place on it? This could include:
  • Wars between power groups
  • Changes in a dynasty of kings and/or queens
  • Some kind or rebellion against authority
  • Natural disasters such as earthquakes, floods, meteor showers, or fires
  • Famine
  • Plague
  • An outbreak of piracy
  • A major magical or technological discovery
These factors can all influence the local political landscape, and have further influence if the PC's are looking to buy or sell goods on the planet in question.

Connections to Other Worlds
Finally, does this world have established connections to other planets? It's important to know whether or not the planetary population is aware of aetherial travel. PC's venturing into uncharted space could be the first offworlders to visit a planet, or it could be a known and accepted occurrence.


More Inspiration
GM's seeking inspiration for a space fantasy campaign can look to these sources, too.
  • The novel The Daedalus Incident, along with its sequels The Enceladus Crisis and The Venusian Gambit, provide another take on sailing ships traveling through space.
  • For musical inspiration or background ambience, The Planets by Gustav Holst is quite appropriate.
  • The film Master and Commander: The Far Side of the World has some of the best depictions of life aboard ship in movies.
  • A cheesy example is the Wildspace video from TSR, which can be found on Youtube at .



Saturday, November 15, 2014

The Angry Druid

Born and raised in the embrace of the sea, the elf druid Maelyrra considers herself a protector of the waters and the plants and animals that inhabit it. To that end she spends most of her time in the form of an orca, traveling with her dolphin companion and bringing comfort to animals in need. She considers violence to be abhorrent, except for that which is required to survive per the natural order of the world.



Maelyrra
CR 7
XP 3200
Female elf druid 8
CG Medium humanoid
Init +1; Senses Perception +2; Low-light vision
DEFENSE
AC 14, touch 13, flat-footed 11 (+1 Dex, +1 Dodge, +1 natural, +1 deflection)
hp 36 (8d8)
Fort +6, Ref +3, Will +9
Resist Elven immunities
OFFENSE
Spd 30 ft.
Melee Weapon +6/+1 (None)
Ranged Weapon +7/+2 (None)
Special Attacks Elven magic
STATISTICS
Str 10, Dex 12, Con 10, Int 10, Wis 18, Cha 16
Base Atk +6/+1; CMB +6; CMD 17
Feats Dodge, Natural Spell, Sea Tongue, Self-Sufficient
Skills Handle Animal +14, Heal +15, Knowledge (nature) +11, Survival +15, Swim +11
Languages Elven, Common
SQ Spells, nature bond, nature sense, wild empathy, woodland stride, trackless step, resist nature's lure, wild shape 3/day
Combat Gear Druid's vestments, amulet of natural armor +1, ring of protection +1

Silverfin, dolphin companion
CR ½
XP 200
N medium animal
Init +2; Senses Perception +9; Blindsight 120 ft., low-light vision
DEFENSE
AC 17, touch 13, flat-footed 14 (+2 Dex, +4 natural, +1 Dodge)
hp 38 (7d8+7)
Fort +6, Ref +8, Will +3
OFFENSE
Spd swim 80 ft.
Melee Slam +7 (1d4+2)
STATISTICS
Str 14, Dex 17, Con 13, Int 2, Wis 13, Cha 6
Base Atk +5 CMB +7; CMD 20
Feats Dodge, Endurance, Improved Dodge, Weapon Finesse
Skills Perception +12, Swim +17; Racial Modifiers +4 Perception
SQ hold breath


Using the Angry Druid in a Nautical Fantasy Campaign
There are many ways in which this protector of the seas could become involved in a nautically-themed Pathfinder campaign; a few of the possibilities are detailed here.
  • As a pacifistic, naturalistic druid, Maelyrra makes a potentially comic foil for pirates and similar characters.
  • Maelyrra could encounter the orc whale hunters of the Abattoir and decide to recruit the PC's in order to halt their predations.
  • The druid can offer her services as a scout, or perhaps even the location of lost ships, in exchange for the party's aid.


Friday, November 7, 2014

Political Entities and Flags

This post presents suggestions for developing political organizations in a space fantasy campaign, along with three different groups and the flags that they fly.

-Nate


The Politics of Aetherspace
Given that aetherial travel opens whole new worlds for exploration, adding it to an existing campaign setting can have a huge impact on the balance of power between individuals and nations. Some of the possible outcomes are detailed here.

Colonies of Existing Powers
One possibility is that the governments of countries in the setting develop their own colonies, settlements over which they maintain a good deal of control. This adds a touch of the familiar—that is, pre-existing power groups and conflicts—to space fantasy campaigns. On the other hand, it doesn't add much that is new.

An exception to that last comment is the fact that, as worlds begin to explore aetherspace, they develop new organizations for doing so. From a military standpoint, this is likely to include some kind of official presence, such as ships which are part of a Royal Aetherspace navy or some such group. Another example could be private organization that spans multiple planets, such as an Illumination Society that includes clerics of the God of Knowledge from different worlds.

New and Independent Settlements
In contrast, space fantasy campaigns give the GM a chance to introduce completely new, unanticipated organizations. In this way these campaigns reflect the political developments that occurred during the Golden Age of Piracy on Earth, when independent-minded freebooters created their own utopian settlements in previously undeveloped locations. While these could be piratical settlements, they might also be founded by splinter religious groups, independent traders, or others who have been marginalized by existing world cultures.

Visitors from Other Worlds... and Beyond
Finally, given the unlimited possibilities of life beyond this galaxy, virtually any kind of life form (and therefore society and culture) could be introduced. This might include a plant-based civilization, intelligent oozes, sentient constructs, and even weirder encounters.

Three Sample Organizations
Detailed here are three organizations ready to be dropped into a space fantasy campaign.

The Interstellar Order of Illumination
Once aetherial travel became known, a number of interested parties decided to cooperate in exploring the void and creating a chronicle of its secrets. This group includes clerics of the Sun God, navigators, wizards, loremasters and other scholars. For them, knowledge is the treasure that they seek, and they're willing to share it with all who are interested..
The Royal Interplanetary Company
In contrast to the IOI, the RIC is founded on the premise of making a profit from the many resources to be found throughout the galaxy. Its members are up-and-coming entrepreneurs, ones who'll stand at nothing to fill their own pockets. They can be instrumental in funding new aetherial expeditions—as long as they receive the lion's share of the profit, of course.
The Children of the Widow
Not all of the intrepid individuals who venture into the void will submit to any kind of authority. Take, for instance, the drow pirate known as “the Widow,” who commands a fleet of pirate vessels. Among these scallywags, all are equals—except, of course, when the Widow leads them into battle. Then her command is inviolable, and quarter is neither asked nor given.

Run Up the Colors

Amongst aetherships, flags are an important means of identification. While some just provide the nationality or affiliation of a vessel, others provide hints to the purpose of the ship and its crew. For example:


The flag of the Interstellar Order of Illumination just uses the initials of that organization, IOI. Even
so, they resemble the face of a lantern, a fitting symbol for a group whose purpose is discovery.


The Royal Interplanetary Company's flag combines its initials with a crown capped by stars.
This image depicts royal authority, along with the notion that every new system explored
will simply add more jewels to that crown.


This flag uses only two visual elements—a field of black, representing the vast emptiness of space, along with a red shape reminiscent of both a poisonous spider and an hourglass, which signifies
that the Widow's enemies have only a limited amount of time left before meeting their doom.

Wednesday, November 5, 2014

More Shipboard Modifications

Presented below, for nautical as well as aetherial adventures, are some ideas for regulating the additions and modifications that can be made to ships.

-Nate


More Shipboard Modifications
Detailed here are more ways in which aethernauts can customize their vessels, along with guidelines for doing so.

Cargo Capacity
Every aethership has a specific cargo capacity. In addition to determining how many crates, barrels and other such items can be loaded into its hold, this number also determines the limit for the total number of additions and modifications that can be made to it.

Type of Ship
Cargo Capacity
Dhow
50 tons
Bark
150 tons
Junk
250 tons
Merchantman
350 tons
Galleon
450 tons

Additions and Modifications
Each of the following modifications and additions, along with the required cargo space for each, are detailed below.

Item
Space
Quarters for two passengers
1 ton
Siege weapon, large
5 tons
Siege weapon, huge
10 tons
Pen, garden or pool
5 tons
Hidden compartments
Special

Note that aetherships are still limited to the total number of siege engine emplacements that they can carry as listed in their stat blocks; this reflects the fact that there are only so many places from which such weapons can have a proper line of fire.

Hidden Compartments
Sometimes aethership captains and their crews like to engage in what is known as the small package trade. To do so, they add cargo compartments which are specially designed so as not to be apparent to any but those who are in the know. This is represented by having the carpenter who adds them make a Craft: carpentry check, with the result of it determining the DC for the Perception check to notice the compartments. Note that the amount of space which can be converted in this matter is limited; after all, a galleon that seems to have no overt cargo capacity is likely to draw suspicion. Therefore, every increment of space equal to 5% of a ship's total cargo limit beyond the first imposes a cumulative +2 circumstance bonus on all checks made to notice those spaces.

Hidden cargo compartments cost 50 gp per ton of space provided; this cost does not include any measure taken to prevent discovery via detect magic or similar spells.