Showing posts with label D20. Show all posts
Showing posts with label D20. Show all posts

Thursday, June 3, 2021

RotLA and THA: Two Influential Books

This post is the first of what I hope to add every three days this month, to celebrate the fortieth anniversary of the movie Raiders of the Lost Ark--which occurs on Saturday, June 12th. It presents two books that inspired my Treasure Hunter Adventures projects. 


The first book, by Graham Hancock, is The Sign and the Seal. It describes the author's efforts to fid the lost Ark of the Covenant--something that was intriguing, of course, for me as a fan of Raiders. I don't wish to debate the academic merits of the book. Instead, I'll just say that it made me start thinking about working on modern-day treasure hunting adventures. All I needed was a rules system to use for writing them. 


The second book provided an answer to that first conundrum. It was, of course, the D20 Modern RPG, released in November 2002. It took the still new D20 System that premiered with 3rd Edition Dungeons & Dragons, and retooled it for use with modern adventures. It was a perfect fit! I still think this RPG was underrated, even though it now feels a little clunky. Equipped with that, I put together D20 Modern Treasure Hunter, which was published by Emerald Press. 


Sunday, September 16, 2018

Godsharp Saga Campaign Guide

Here's a campaign guide for the adventures of the Godsharp Saga.

-Nate




Campaign Overview
Presented here are summaries of the six scenarios that make up the Godsharp Saga. GMs can use this as a guideline, but should keep in mind that no story survives unscathed an encounter with the players.

Part 1: Out of the Blue
While relaxing one evening in a town on Homeworld, the PCs witness an attempted robbery. The victim is a local wizard named Thaddeus, who has recently observed and plotted the course of what he thinks is a meteorite falling from the sky; he wishes to recover its metal for use in crafting magical items. Impressed by the PCs' abilities, he recruits them to join an expedition with that purpose. 

During their voyage by sea the party encounters a storm that causes numerous hazards aboard the ship, including the risk of being swept overboard and the eruption of rat swarms from the ship's bilge. The PCs also have a chance to begin discovering their roles as part of a ship's crew, something that will become important in the future.

Upon arriving at the island, the PCs can explore a number of different areas to learn more about the situation. There's a mysterious shipwreck in the nearby waters, with a dead elf tied to the helm; a small sahuagin outpost; a trading fort that has been overrun by strange monsters; a village of alarmed lizardfolk; and a curious stone pyramid deep in the island's interior.

That pyramid contains numerous surprises, including the tomb of a lizard man who has traveled beyond the limits of Homeworld. There are also a few traps and puzzles, along with a variety of monsters, to protect its secrets. Most notable of all, however, is the fully functional aethership dhow that waits in the pyramid's uppermost level.

In the end, the thieves try once more to steal those hard-won prizes, and only through quick thinking and fast action can the PCs keep what they have claimed.

Part 2: Among the Stars
Having acquired their own aethership, the PCs can take whatever steps they deem necessary to outfit it. This includes laying in necessary supplies, along with cargo and maybe even passengers. It's also a chance to settle any business on Homeworld before heading out into the Void.

Then, armed with details from the elven captain's logbook, they can set out to deliver news of the elf Captain Quinariel's fate to his people at Starfort Station. Once in space they can encounter many of the Void's denizens, including natives and other travelers. Eventually they should reach Starfort Station on a moon of the planet Kronos, where the Elven Navy has its headquarters. There, while reporting what they know, and learning what they can, they also hear about the disappearance of a visiting arborling naturalist.

Provided that they choose to investigate, the PCs can learn more about the appearance of fiendish monsters in the waters beneath the moon's icy crust, and can go in search of the missing arborling. The search leads them into battle with a group of skum that have set up a stronghold, worshipers of Lamashtu who have been working to create an evil infestation and who seem to be connected to an even larger plot.

Reference Texts
This campaign uses two important supplements for reference, both of which are available online.

Part 3: At a Crossroads
At some point the PCs' business likely leads them to Crossroads, a settlement in the asteroid belt. There they can mix with the locals, including Governor Reda of the Royal Interplanetary Company and the Order of the Lion's soldiers. It's also a good place for buying or selling cargo, provisions and other supplies, as well as to rest and relax between business. Before long they can become embroiled in some of the conflicts on the asteroid, including run-ins with mimics posing as cargo, rowdy orc sailors, and a ship infected with the plague. They might even venture into the tunnels beneath the settlement, which have become infested other dangerous creatures.

The most important event taking place on Crossroads, however, is the Festival of the Comet, named for the heavenly body that passes every few years. This includes all kinds of competitions, including archery, wrestling, fencing, and even artistic performance, with awards for the winners presented by Governor Reda himself. The culmination of it all is an aethership race through the asteroid belt, with numerous local and visiting crews participating.

During the race, in addition to any competitive shenanigans, the PCs can find an old ship, the Constant, trapped in the ice of the passing comet. It is an old cog belonging to the R.I.C., and aboard it is evidence of an expedition that went horribly wrong—along with a nabasu demon that breaks free as the ice begins to melt. If the PCs can defeat it and recover the goods from the wreck, they can learn of important and dangerous discoveries on the planet Tyr.

Part 4: Beneath the Sands
One way or another, the PCs can learn about the Constant and its failed exploratory mission to Tyr. Whether they decide to pursue potential adventure and wealth on their own, or are recruited by Governor Reda to do so, they can outfit their vessel and head for the cold red desert planet. En route to their destination they have more run-ins with the hazards of space, including a mi-go attack on an oma, a group of undead, and a ship overrun by a black pudding. They also find another clue to the larger plot happening in the Sol System, when their old associate Captain Axelrod—under some kind of mental influence, and accompanied by a medusa—ambushes them.

On the red planet itself the PCs encounter some of the locals, including a burrowing remorhaz and a group of jann. They can learn a little more about the expedition, too, which made landfall and sent explorers into a network of underground passages. Venturing in the tunnels, the PCs run into more native monsters, including cytillipedes, a chaugrak, a hive of shriezyxes and a chuul. They also find more evidence of the lost explorers, and clues to the tunnels' other inhabitants, a tribe of troglodytes.

At the center of this all is the troglodytes' ziggurat temple. Through stealth, trickery and the use of force, the PCs can explore the temple, discover the cult of Lamashtu's activities and face off against the high priest and other clerics. They can also learn about a planet that once orbited where the asteroid belt now lies, and about the magical artifact which caused that world's destruction—a weapon that the followers of Lamashtu seek for themselves.

Scenarios

Part 5: Beyond the Pale
Armed with what they've learned during their journey to Tyr, the PCs by now should recognize the threat that the Sol System faces, and should have some ideas of how to investigate further. Pursuing those options can lead in a variety of directions.

The most direct option is to confront Governor Reda and, more importantly, his alluring mistress. She is in fact a succubus, and dealing with her can lead to mental domination as well as conflict with those who unwittingly support her. At Crossorads the PCs can also meet a dryad stowaway named Phigalia, one who hails from a sylvan world beyond the Sol System. She is being pursued by the orcs on whose ship she was hidden, and can reveal their smuggling activity between Crossroads and the Island of the Minotaurs on Homeworld. 

Paying a visit to that island leads the PCs into the heart of the matter, where they can find and raid the minotaurs' labyrinth and stronghold. There they face up against more worshipers of Lamashtu and more demons, and can seal a portal that provides a gateway to the Abyss. They also find evidence of a planned attack on the Temple of Ptah, in the nearby Holy City. Things are complicated when the dryad succumbs to a strange illness and turns into a spectre that attacks the PCs.

By acting quickly the PCs can catch the attackers in the act of a daring subterranean burglary, and thus learn more about the destruction of Hiveworld and how the weapon that the demons seek. That information, then, can lead them back to Kronos, where the elves maintain insterstellar portals leading to planets around other stars. The demons what they can to sabotage the PCs efforts, including the possession of the elven admiral, who tries to arrest them. As long as the truth is revealed, however—including the fact that a shadow demon has been letting the orcs and their allies use the portal—the PCs can gain access to the portal that leads to Arborea, the world from which Phigalia came.

On that world, after dealing with some of the natural hazards, the PCs find a place where wicked magic has been used to create a ship of the dead from the bodies of slain arborlings. They also meet the lillend Harmony, who can tell them that the ship and its crew have gone to seek the Godsharp. They also face one more ambush, this time by a group of vrocks.

Part 6: Into the Eye of the Storm
In a race against the necromancer and demons, the PCs can venture into the asteroid belt, to the point where Hiveworld would still be, and seek the spirit of the long-lost formian queen. As long as they can convince her to reveal what she knows, they can learn that the Godsharp is hidden in a shrine inside the never-ending storm on the planet Thunar. Heading there, they find the necromancer and his allies working to acquire the artifact, and a vital confrontation occurs. Win or lose, the fate of Homeworld hangs in the balance.

As long as they can acquire the device, the PCs still face the task of destroying it. To do so they must head back to Kronos and use another of the elves' portals, this one leading to an abandoned arkship that drifts in orbit around a black hole and its feeder star. There they face off against a colour out of space, the entity that overran the arkship's crew, along with the bronze dragon that has fallen under its sway. There are also the last of the demons and their cloud giant ally who do everything in their power to reclaim the artifact. If the PCs can succeed, however, by throwing the device into the black hole, then they can end the threat to Homeworld once and for all.


Incorporating the PCs' Individual Stories
The summaries presented above assume that, for the most part, the PCs take on jobs when offered and follow up on clues as they find them. Most GMs know, of course, that players don't usually follow such linear storylines. What is more, the players' own inventions can and should be woven into the tapestry of the campaign, making for a richer and more personally engaging story. Presented here, then, are some suggestions for making that happen.

Before the Campaign
As mentioned above, the background stories that players create for their characters can add NPCs and potential plot hooks for the GM to use later. These can include, but of course are not limited to, the following.
  • Family ties and potential romantic interests can help the PCs be connected to people and places back on Homeworld. This is especially important when the threat that the Godsharp presents becomes known, since it gives the PCs more reason to care about saving the world from destruction.
  • Organizational membership is also important. This is especially the case for clerics who are connected to a religious hierarchy; they might have to report back to their superiors, and could even be tasked with working to spread their faith through the planets of the Sol System. The same could be said for fighter or paladins who belong to a particular military force, wizards who study at a school of arcane learning, or thieves who are part of a guild.
  • Homeworld and its neighboring planets numerous such factions of its own, which are presented in A Gazetteer of the Sol System.
The Ultimate Campaign supplement, Chapter 1, has lots of information and suggestions for helping to develop characters' backgrounds.

During the Adventures
Once the action has started, there are many more ways one can add to the tapestry of the story, such as the following.
  • Revisiting locations is a good means of making the setting feel like a real place. This is especially true for places like a common port of call or a favorite tavern, allowing the NPCs there to become familiar personalities.
  • The ship(s) that the PCs own can work in a similar way. First, this creates specific roles for characters to fulfill, particularly that of captain. Second, by developing personalities for NPC crew members, the GM can make large-scale battles more dramatic. Third, the possibility for buying and selling cargo, and thus turning a nice profit, creates opportunity for additional interactions.
  • As mentioned above, NPCs and plot hooks related to the PCs' background stories can be used to create supplemental adventures, or to add complications to existing ones.
  • Ongoing activity for the organizations to which the PCs belong can work in the same way, with side missions occurring at opportune times or even being woven into other business.
Again, Chapter 2 of the Ultimate Campaign supplement presents extensive rules for what kinds of things the PCs can do during their downtime between adventures, and the GameMastery Guide details the boons that organizations and other NPCs can award to the PCs.

The Aftermath
Finally, the events at the conclusion of a campaign have important implications for future campaigns; some things to consider include the following.
  • Even before the main story arc is resolved, it's important to know what each PC's “happily everafter” looks like. That is, after all, the ending toward which each character strives, setting up for retirement.
  • Many PCs could find themselves in situations of power, either by rising up through their organizations, building their own power groups, or taking advantage of special situations (for example, the possibility for a change of leadership on Crossroads).
  • The same goes for ships that run regular routes between the planets; future PCs might even find their starts as members of such crews.
  • In this way, one campaign's PCs can become important NPCs for the next campaign that the GM runs.
  • Similarly, the stories of the PCs' exploits become the legends of which bards sing to their audiences in marketplaces and taverns around the worlds.
  • If the PCs should fail in their efforts—especially if the demons should be able to use the Godsharp to destroy Homeworld—then an entirely new campaign can rise from the ashes of the previous one.
Once more, Chapter 3 of Ultimate Campaign has extensive suggestions for character retirement, along with rules for game mechanics that can add layers of complexity to the PCs' activities.




Saturday, January 13, 2018

Random Ship Name Generator

This is an idea that I've been kicking around for a while; hopefully it's useful to GMs. Note that, while it's designed for  a space fantasy campaign, it can easily be used for more traditional nautical fantasy; the big change for any campaign setting is to provide a different list of place names for Table 7. 

-Nate 


Random Ship Name Generator
The following tables are designed to help GMs quickly and easily generate names for ships. Start with Table 1—Basic Name, and then move forward as directed. As always, the GM should feel free to interpret dice rolls as needed for the enjoyment of the players and the benefit of the campaign—and especially when results are nonsensical or otherwise inadvisable.


Table 1—Basic Name
Roll 1d10 and consult the following results.
1-4. Adjective—Roll again on Table 3.
5-6. Animal/Monster—Roll again on Table 4.
7-8. Other thing—Roll again on Table 5.
9-10. Two parts—Roll again on this table,
and roll on Table 2.
Table 2—Additional Descriptors
Roll 1d8 and consult the following results.
1-2. Color—Roll again on Table 6.
3-6. Adjective—Roll again on Table 3.
7. Location—Roll again on Table 7.
8. Choose whichever result you want, or roll
again.


Table 3—Adjective
Roll d100 and consult the following results. Note that, in addition to providing names for vessels, these descriptors also provide hints as to the natures of the vessels' crew and passengers, along with their purpose in traveling the Void.
1. Able
2. Absolute
3. Adamant
4. Adventurous
5. Amorous
6. Avenging
7. Awesome
8. Beautiful
9. Benevolent
10. Blessed
11. Bountiful
12. Brilliant
13. Calamitous
14. Capricious
15. Carefree
16. Celestial
17. Charming
18. Comely
19. Cunning
20. Daft
21. Dark
22. Dastardly
23. Defiant
24. Dominant
25. Elemental
26. Eminent
27. Enchanted
28. Eternal
29. Famous
30. Fateful
31. Favored
32. Fell
33. Fickle
34. Fighting
35. Free
36. Glad
37. Godly
38. Grandiose
39. Grim
40. Harmonious
41. Hateful
42. Hellacious
43. Holy
44. Humble
45. Illustrious
46. Infinite
47. Interplanetary
48. Interstellar
49. Intrepid
50. Itinerant
51. Jaded
52. Jolly
53. Jovial
54. Joyous
55. Kindly
56. Limitless
57. Lost
58. Luminous
59. Magical
60. Magnificent
61. Majestic
62. Marvelous
63. Melodious
64. Militant
65. Nebulous
66. Numinous
67. Omnipotent
68. Omniscient
69. Opalescent
70. Otherworldly
71. Patient
72. Penitent
73. Pleasant
74. Proud
75. Questing
76. Radiant
77. Redoubtable
78. Regal
79. Resilient
80. Resolute
81. Royal
82. Splendid
83. Stalwart
84. Steadfast
85. Stellar
86. Strange
87. Tempestuous
88. Tumultuous
89. Ultimate
90. Undaunted
91. Unfettered
92. Unrepentant
93. Valiant
94. Vigilant
95. Vindictive
96. Virtuous
97. Wandering
98. Wicked
99. Wondrous
100. Zealous


Table 4—Animals and Monsters
Roll d100 and consult the following results. Here again, the name chose provides some insight into the character and purpose of those who crew the vessel.
1-2. Albatross
3-4. Asp
5-6. Barracuda
7-8. Bat
9-10. Bear
11-12. Boar
13-14. Bull
15-16. Carp
17-18. Cockerel
19-20. Crow
21-22. Dolphin
23-24. Dragon
25-26. Eagle
27-28. Eel
29-30. Falcon
31-32. Fox
33-34. Ghost
35-36. Ghoul
37-38. Grackle
39-40. Griffin
41-42. Hag
43-44. Harpy
45-46. Hart
47-48. Hawk
49-50. Hound
51-52. Ibis
53-54. Jaguar
55-56. Kingfisher
57-58. Kraken
59-60. Lark
61-62. Magpie
63-64. Manticore
65-66. Mermaid
67-68. Narwhal
69-70. Nereid
71-72. Owl
73-74. Porpoise
75-76. Quail
77-78. Raven
79-80. Roc
81-82. Serpent
83-84. Shark
85-86. Siren
87-88. Spectre
89-90. Spirit
91-92. Squid
93-94. Tempest
95-96. Tyrant
97-98. Walrus
99-100. Wraith


Table 5—Other Things
Roll d100 and consult the following results. As mentioned above, the chosen name provides hints regarding who crews the vessel and what business they might be pursuing.
1-2. Arbiter
3-4. Bastion
5-6. Beggar
7-8. Breeze
9-10. Bulwark
11-12. Cad
13-14. Centurion
15-16. Damsel
17-18. Dancer
19-20. Dirge
21-22. Dowager
23-24. Entropy
25-26. Explorer
27-28. Fire
29-30. Flame
31-32. Gale
33-34. Hammer
35-36. Hunter
37-38. Interloper
39-40. Intruder
41-42. Jester
43-44. King
45-46. Knave
47-48. Liberator
49-50. Lightning
51-52. Lotus
53-54. Maiden
55-56. Martyr
57-58. Merchant
59-60. Minstrel
61-62. Nereid
63-64. Outlaw
65-66. Pilgrim
67-68. Prince
69-70. Princess
71-72. Queen
73-74. Rock
75-76. Rogue
77-78. Rose
79-80. Runner
81-82. Siren
83-84. Thunder
85-86. Venture
87-88. Victor
89-90. Vow
91-92. Warrior
93-94. Wave
95-96. Wind
97-98. Youth
99-100. Zealot




Table 6—Colors
Roll 1d20 and consult the following results.
1. Azure
2. Brown
3. Cerulean
4. Copper
5. Crimson
6. Ebony
7. Emerald
8. Golden
9. Grey
10. Indigo
11. Ivory
12. Lavender
13. Ruby
14. Sable
15. Sapphire
16. Scarlet
17. Silver
18. Turquoise
19. Umber
20. White


Table 7—Locations
Roll 1d12 and refer to the following results. In this case, the nature of the beings who inhabit the given location can provide insight into just who is traveling aboard the vessel in question and what manner of business they might be pursuing. Note, too, that the location names can be used in different ways to go with different corresponding words. For example, a given set of rolls could result in the Spirit of the Sun, but the Solar Spirit might be more agreeable as the name for a ship.
1. Sun/Sol
2. Wodan
3. Freya
4. Homeworld
5. Luna
6. Tyr
7. The Belt
8. Thonar
9. Kronos
10. The Void
11. The Galaxy
12. The Universe

An Example of Use
Let's say the GM needs to generate the name for a random ship. She starts by rolling 1d10 on Table 1, yielding a 9; the result is a two-part name, and she rolls again. This time she rolls a 6, calling for an animal or monster. Her 1d8 roll on Table 2 is a 3, resulting in an added adjective. As such, she rolls once on Table 3 (yielding a 65) and once on Table 4 (a 68). This results in the christening of the Harmonious Narwhal.


Sunday, September 4, 2016

d20 Steamboat

Bringing things back to the d20 System, here's a PDF with deck plans and d20 stats for the steamboat and its crew (using the rules from Sidewinder: Recoiled).

d20 Steamboat

-Nate


Monday, March 28, 2016

The Sampan

Presented here is a deck plan for use with any number of nautically-themed RPGs.

-Nate


The Sampan 

This small boat is a familiar site in the East. It has a relatively flat bottom, and can be propelled with a single sail or oars, or even with poles in shallow water. Given their small size and low profile, sampans are generally used close to land. They are commonly used for fishing as well as for transporting small groups of passengers or amounts of cargo. Sometimes the owner of a sampan erects a small shelter over part of the deck, leading to them being used as floating domiciles in certain areas. In this way the model presented can be used as something of a template for larger vessels or ones that have more elaborate structures built onto them.



The deck plan below is sized so that it can be printed and cut out for use with miniatures or other figures on the tabletop. 


Finally, here's a link to the information above presented as a single PDF. 




Tuesday, March 31, 2015

Three Reviews

For today's post I have three reviews. Two are for adventures, while one is for a short story anthology.

Sails & Sorcery

The short story anthology is one I found while searching online, and I ordered it used. (It's even autographed by the editor, albeit to someone named Jeremiah.) This book includes twenty-eight tales. Some take place in mostly historical settings, while others are more fantastic. All share the common element of centering on sailors and their vessels, and in this way it can be source of inspiration for a GM running a nautical campaign. While some of the tales made less of an impression on me, some of them are really interesting; I particularly liked the last one, "The Spinner," and how it dealt with the question of faith.

Spices and Flesh

This scenario is part of the Pirate Plug-Ins series from Legendary Games. I initially bought it when I was going to fill in for the GM of my monthly campaign, who's running the Skull & Shackles adventure path from Paizo Publishing. Instead, I ended up using it in my current Freeport campaign. We'd finished the "Fury in Freeport" adventure from the rules supplement, and needed something to pad our experience and level before starting in on The Lost Island. Spices and Flesh tied in nicely to one of the plot elements from "Fury." It provided a challenging series of encounters, first aboard ship and then in a sea lair. I had to make some modifications in order to run it with second-level characters, but all in all it was fun. I recommend it as a scenario that can easily be dropped into a nautical campaign.

Thormek's Mansion

This is the scenario that I did end up running when I filled in for the monthly session. It's a sequel to Terror in Paradise, which I reviewed previously. In many ways it's like that adventure,but even more so. By this I mean that, while it has a lot of interesting elements in it, it takes some cleaning up to access them. For one thing, the mansion in question has seventy-five rooms in it. Some of them have important enemies, clues or other things in them, but many don't. The plot has a great Island of Dr. Moreau feel to it, but it can be hard to dig out from the scenes. The stat blocks are not very complete, either, and many of them are just nuisances for a party of third-level characters. Even so, it can be fun if one wants to do the work to make it playable.

-Nate

Wednesday, January 7, 2015

Looking Back and Moving Forward

The year 2014 saw some notable changes for this blog. First and foremost, I finished the series of adventures on which I'd been working, which I called Come Hell and High Water. What is more, I started adding material of a more high-fantasy nature, including space fantasy articles. Even so, I wanted to post a link to the PDF compilation of this year's historical material.

2014 D20 Pirates Blog PDF

I'll likely do the same for the other material in the near future.

-Nate


Saturday, January 3, 2015

Review of Terror in Paradise

There's an old saying: "Don't judge a book by its cover." I'm guilty of doing that sometimes. Such is the case with an old D20 OGL adventure that I purchased years ago when running one of many Freeport-based D&D and Pathfinder campaigns. The adventure is called Terror in Paradise, from Mhorann Games. I didn't read it too closely at the time, for two reasons; one, I had plenty of other material to use in my campaigns, and two, the art wasn't as nice as what I found in other products.

It turns out that that was a mistake on my part.

Two and a half months ago I was called on to run a session for the monthly campaign in which I play. The GM was coaching a football game, and so I offered to run a pick-up session with the regular players and characters. Since we were traveling by sea to a distant port, it provided me with a good opportunity to run a one-off involving a relatively uncharted island. Looking over the material that I had but hadn't used, I remembered Terror in Paradise. I gave it another read.

I was wrong. While there's at least one part in the scenario that is more heavy-handed than I prefer--and that I circumvented by letting the players see what was happening and have their characters decide accordingly--it proved to be a fun scenario. The premise is solid, involving a tribe of primitive islanders and marauding sahuagin. We played through it in one long session (eight to twelve hours, depending on how much we lost to cooking meals and other breaks), and the adventure provided plenty of nautically-themed action. In fact, I've just downloaded the next one from Mhorann Games, Thormek's Mansion, because the GM has another conflict. I'm looking forward to running it.

Terror in Paradise

-Nate

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, October 8, 2014

Campaign Considerations

This post presents important questions for a GM to consider when thinking about adding space travel to a fantasy campaign.

-Nate


Campaign Considerations
GM's who are thinking of adding aetherial adventures to a Pathfinder campaign should consider a number of questions; some of these are presented below.

How well developed is space exploration and travel?
The answer to this question can have numerous implications for a campaign. After all, if the PC's are among the first to discover the possibility of aetherial travel, they gain a tremendous amount of potential influence. The powers that be are likely to take a considerable interest in the party's vessel; some might wish to hire their services, while others could seek to steal the ship. Many of the party's activities are the first of their kind, perhaps allowing them to lay claim to new territory for their own exploitation.

In what capacity are the PC's serving aboard their aethership?
The possible crew positions are detailed above, and can determine the daily tasks that the PC's face. This can be similar to deciding the watches that characters take during overland travel, in that the players should also determine in which watches their characters are active. There is also the question of how powerful the PC's are when they venture into space. This is likely to influence the positions that characters fill aboard aetherships, as mentioned above. Starting PC's might be ordinary crew members, or perhaps assistants to NPC's in specific positions. More seasoned characters, on the other hand, could fill those positions themselves, or perhaps even be captains or owners of vessels. By the end of a campaign, the PC's could even become merchant princes or military leaders with fleets of vessels at their command.

What do members of the planetary populations know about space travel?
The answer to this question can greatly influence roleplaying situations when the PC's make landfall. Can they just sail into a port city, or must they land in the wilderness and make an overland trek so as to avoid suspicion? In the prior case, they can go about their business as usual, and the locals don't give the matter a second thought; in the latter case, they must conceal the true nature of their activities lest they cause a significant disturbance in the social fabric of the culture.

Is it possible to travel between known campaign settings?
One of the novel elements of the old Spelljammer campaign setting was that it allowed characters to move between the worlds and solar systems of existing campaign settings—say, from Oerth to Faerun to Krynn. A later incarnation of that setting, Beyond the Spider Moon, did away with that, instead focusing the action on a single system, Pyrespace. That seems to be the tendency for Pathfinder's Golarion setting, too. Even so, some GM's may wish to leave travel between settings. That can have serious repercussions, though, if one world has relatively low magic while on another one magic is common. For that reason, such possibilities should not be entertained lightly.

What religious implications does space fantasy have for a setting?
Building off of that last question, one must consider how having multiple worlds, each with its own native culture, affects the religion—and thus the planar structure—of a setting. In the example mentioned above, each setting had its own pantheon of deities. This meant that the universe had multiple pantheons, with deities overlapping in their spheres of influence. It also raised the question of whether gods from one setting had any influence in other settings, and thus whether or not they could grant spells and other divine benefits to their worshippers. That question has huge implications for the overall campaign(s).

What kinds of economic implications does aetherial travel have for a campaign?
Aetherships are valuable items. To that end, giving one to a party of adventurers puts a lot of potential monetary wealth at their disposal. On the one hand, they could share this asset and use it to set out on any number of interstellar adventures. On the other hand, they could sell it and use the gold for buying magical items with which to bolster themselves. The latter possibility could become unbalancing for a campaign, and it could also become problematic if the party faces multiple encounters in which they meet other aetherships in difficult situations and thus have a chance to claim other vessels as booty. For that reason, the GM should be careful to limit these potential acquisitions.

Does the campaign keep moving from place to place, or is it based out of a particular location?
By their very nature, fantasy roleplaying campaigns keep the party of adventurers moving from place to place. While such an arrangement provides plenty of opportunities for plot hooks and action, it can also make for a campaign that lacks any real sense of familiarity. It is true that the ship acts as the characters' home, but that's no substitute for living in a city to which the PC's return between their adventures. After all, that sense of “coming home” helps make the setting feel real for players. That is why it's probably best to avoid a purely episodic campaign in which the heroes are always moving from one place to the next.

What military implications do aetherships have for a setting?

Keep in mind, too, that flying ships have a considerable impact on battlefield tactics. In most medieval fantasy settings, fortresses are still formidable obstacles. While powerful characters have access to magic that lets them fly, ordinary soldiers do not. This all changes when those same soldiers can board an aethership and use it to fly over a castle's walls.

Tuesday, December 29, 2009

For the blog's first useful post I have a write-up of a tavern that I designed, along with some of the regular inhabitants, rules for a pirate-era card game that might be played there and a short encounter set in it.

-Nate




The Sign of the Boar’s Head: Tavern, Inn and Brothel
The Sign of the Boar’s Head has become something of a fixture in Port Royal, Jamaica. Combining the services of an inn, tavern and brothel, all under one roof, it is just the sort of place where PC’s might go to find word of employment, to meet an important contact, or to celebrate recent successes.

The owner, George Hughes, has been running the place for the past twenty-odd years; he took over the job from his own father, and hopes one day to pass the business on to his own son. Some say the whole Hughes family came originally from England some four decades ago, where they’d been a noble family but had fallen into disgrace for one reason or another, but nobody has been able to confirm or deny that rumor.

Whatever the reason for the family’s move to Port Royal, their business quickly became a major center of activity in the town. The Sign of the Board’s Head developed a reputation as a place where people could conduct their business without interference, provided it didn’t harm the establishment or those who worked there.

Features
Just as one would suspect, the sigh out front bears the image of a large, fierce-looking board’s head with jutting tusks and bristling whiskers. There are actually two of these signs, one above each of the building’s main entrances.

Should it become important to know, the outside walls of the place, made of stone, have hardness 8 and 90 hit points. When closed and barred, the doors have hardness 5 and 20 hit points, and require a DC 25 Strength check to force open.

1. Entrances
Under normal circumstances the doors are left wide open, except in times of crisis; otherwise, the place sees business twenty-four hours a day. Two bouncers are normally posted at either entrance, however, to keep out those who are looking to bring trouble into the establishment.

2. Bar and Dining Hall
This area is wide open to the ceiling twenty feet above, although four large chandeliers—elaborate sets of concentric wrought-iron hoops filled with candles—hang only fifteen feet above the floor. Each of these is connected to a heavy rope and pulley system that is anchored at the railing in the center of the balcony opposite the bar. These ropes are particularly strong, having hardness 3 and 8 hit points.

While rather roughly hewn, the tables in this area are also especially stout. They can hold up to three hundred pounds without ill effect; beyond this they must make a Fortitude save with a DC equal to the excess pounds divided by ten. For example, if Captain Small, a sailor who weighs in at three hundred fifty pounds, should jump up on one of them, it must make a saving throw with a DC of 5 ([350-300]/10=5). The tables are not attached to the floor, so they can be turned on a side by some in need of cover.

The bar is stocked with beer, wine and rum; for food, the house specialty is, not surprisingly, roasted pork with the trimmings.

3. Kitchen
Unlike the rest of the building, which has wooden floors, the floor here is made of cut stone. A large oven stands against the outside wall, while a preparation table occupies the center of the room. The cabinets are loaded with crockery, cutlery and other such supplies.

4. Pantry
All of the dry goods, bottles, barrels and tins are stored in here, along with extra candles for the chandeliers and linens for the rooms.

5. Rooms
Each of these rooms boasts a bed, table and chairs, wardrobe and storage trunk. Although there are thirty-eight of them in total, roughly a dozen are occupied on a continual basis by Miss Maggie and the other ladies who entertain guests there. Rooms can be let by the night, week or month, depending on a guest’s needs.

6. Balcony
The tables on this level all have a full view of the bar and dining hall below. The railing has hardness 5 and 10 hit points. In case someone feel the need to do so, the ropes attached to the chandeliers have sufficient length to allow a person to swing anywhere on the bottom floor of the establishment. Doing so, by the way, requires a DC 12 Tumble check, once the rope has been cut loose. Should one of the chandeliers be allowed to crash to the floor, everyone in the four squares underneath it must make a DC 15 Reflex save or suffer 4d6 hit points damage. Swinging from the chandeliers themselves requires a DC 15 Tumble check, although they have the same chance of breaking as do the tables in the dining hall (see above).

7. Master Bedroom
These are George Hughes’ private quarters, a fact that can be noted from the high-quality lock on the door (DC 30 check to open).Inside there are a large, four-poster bed complete with curtains, along with a table and chairs and a broad wardrobe. All of these are carved from matching dark mahogany, and are very valuable because of it (1000 poe for the set). An ornate Persian carpet covers the floor (200 poe), while the clothing in the wardrobe is clearly imported from the Old World.

Underneath the aforementioned rug there is a loose board in the floor; it is protected by a very small crossbow trap that fires poison bolts (DC 25 to find; DC 25 to disable; +6 attack; damage 1d4 plus poison; DC 18 Fortitude save to resist 1d6 Strength damage). Concealed herein are a pouch containing 10,000 pieces of eight, along with a bundle of letters tied with a black silk ribbon.



Personalities
The sign of the Boar’s Head, despite the fact that it caters to the highly transient population of Port Royal, does have a fair number of regulars who can be found here on most nights.

George Hughes, Innkeeper
Aristocrat 6; CR 5; Medium-sized; HD 6d8; hp 28; Init +1 (+1 Dex); Spd 30 ft.; AC 11 (+1 Dex); Atk +4 (1d3, unarmed) or +5 (2d6, pistol); AL NG; SV: Fort +2, Ref +3, Will +7; Str 10, Dex 12, Con 10, Int 12, Wis 14, Cha 17.
Background: Colonist.
Skills: Appraise +10, Bluff +14, Diplomacy +14, Gather Information +14, Knowledge: local +10, Profession: innkeeper +6, Sense Motive +13.
Feats: Investigator, Leadership, Negotiator, Persuasive.
Fortunes: Enlightened.
Equipment: Pouch containing 50 pieces of eight, ring of keys, pair of pistols.

George Hughes, as mentioned above, is the owner with the mysterious past. Although his black hair is starting to show traces of gray at the temples, he still retains the chiseled features and commanding stare of his younger days. He always dresses in the current Continental fashions, though he usually goes without a jacket.

As mentioned above, the reason why his family came to the Caribbean is a closely guarded secret. The truth of the matter is that his father, George Herbert, was a minor member of the gentry during the events leading up to the English Civil War. Herbert was a Royalist, a supporter of the King in his conflict with the Parliament; in fact, his job was to collect a particular tax known as the Ship Money. The collection of this tax by the King, without the authorization of Parliament, was fraught with controversy, and provided one of the issues that led up to the war. When war erupted and it became apparent that the Royalists would lose, Herbert took a large amount of money and fled by ship to the Caribbean. There he took up a new identity—that of George Hughes—purchased the Sign of the Boar’s Head, and settled down to the quiet life of an innkeeper. He managed to live out the rest of his life in relative peace; only time will tell if his son will be so fortunate.

Maggie McGraw, Madame
Expert 6; CR 5; Medium-sized; HD 6d6+6; hp 27; Init +6 (+2 Dex, +4 Improved Initiative); Spd 30 ft.; AC 12 (+2 Dex); Atk +4 (1d3, unarmed) or +6 (ranged); AL NG; SV: Fort +3, Ref +4, Will +6; Str 10, Dex 14, Con 12, Int 10, Wis 12, Cha 17.
Background: Colonist.
Skills: Bluff +14, Diplomacy +14, Gather Information +14, Intimidate +14, Knowledge: local +9, Perform: singing +14, Profession: madame +5, Sense Motive +12.
Feats: Improved Initiative, Investigator, Negotiator, Persuasive.
Fortunes: None.
Equipment: 100 poe hidden in a pouch in her room.

Maggie McGraw is easily the second-in-command at the Boar’s Head. She and Hughes have a comfortable working relationship, although some have speculated that their partnership is far more intimate than that. Given her small yet buxom figure, charming smile, deep blue eyes and fiery red hair, nobody would fault him for it. Here again, however, the truth is a little more complicated. She was sent as a spy by the reigning monarch in England, who wants to find the long-lost Ship Money with which George Herbert absconded, and has managed to follow the trail to George Hughes. The problem is, she has found him to be a charming and sincerely good person, and now struggles with the question of what to do about him and the illicit legacy that he inherited from his father.

Neville Wright, Merchant
Rogue 4; CR 4; Medium-sized; HD 4d6; hp 14; Init +2 (+2 Dex); Spd 30 ft.; AC 12 (+2 Dex); Atk +4 (1d4+1, dirk) or +5 (2d4, pistol); SQ details; AL CN; SV: Fort +1, Ref +6, Will +0; Str 12, Dex 14, Con 10, Int 14, Wis 8, Cha 17.
Background: Gentleman-Adventurer.
Skills: Appraise +11, Bluff +10, Diplomacy +12, Escape Artist +9, Forgery +9, Gather Information +10, Knowledge: local +9, Knowledge: sea lore +9, Open Lock +9, Search +9, Sense Motive +8.
Feats: Diligent, Negotiator, Port Savvy.
Fortunes: None.
Equipment: Dirk, pistol, fancy pocket watch, pouch containing 100 pieces of eight.

Mr. Neville Wright is a merchant with a relatively small business operating out of Port Royal, but one that turns a surprisingly handsome profit. Ostensibly he deals in foodstuffs, mundane items such as flour, sugar, dried goods and, occasionally, spices. In truth, though, he runs a sizable smuggling operation and acts as a fence for pirates bringing illicit items into port. Wright frequently uses the Boar’s Head for meeting with clients, but transfers and stores merchandise in a number of warehouses closer to the docks.

The merchant can easily be recognized by the elaborate gold pocket watch he carries at all times, along with his penchant for wearing a powdered wig in the English style. He is a man of slight stature, slightly heavy from his years of living in comfort.

Daniel Shaw, Drunkard
Fighter 3; CR 3; Medium-sized; HD 3d10+6; hp 27; Init +2 (+2 Dex); Spd 30 ft.; AC 14 (+2 Dex, +2 buff coat); Atk +6 (1d6+3, cudgel) or +5 (ranged); AL TN; SV: Fort +5, Ref +3, Will +1; Str 16, Dex 14, Con 15, Int 10, Wis 10, Cha 8.
Background: Seaman.
Skills: Climb +9, Jump +9, Profession: sailor +4, Swim +9.
Feats: Cleave, Great Cleave, Power Attack.
Fortunes: Vice (alcohol).
Equipment: Buff coat, pistol, supplies for twelve shots, pouch containing 10 poe.

Daniel Shaw is a drunkard, and a fairly violent one at that. He was once a low-ranking officer in the British Navy, but became involved in some business that resulted in his dishonorable discharge. This has left him deeply embittered, and he looks for solace in his cup. Where he once enjoyed a reputation as a fearless and formidable soldier, he is now an ornery soul who provokes fights simply for his own entertainment. Hughes would have him barred from the Boar’s Head if it weren’t for the fact that many of the inn’s guests seem to enjoy such diversions.

Shaw might be considered a handsome fellow, except that he is usually quite unkempt; his sandy blonde hair hangs in tangles and his blue eyes are often bloodshot from to much drink.

Angus Doyle, Old Salt
Class Sea Dog 4; CR 4; Medium-sized; HD 4d10+8; hp 33; Init -2 (-2 Dex); Spd 30 ft.; AC 8 (-2 Dex); Atk +3 (1d6-1, cudgel) or +2 (ranged); SQ details; AL CG; SV: Fort +8, Ref +2, Will +4; Str 9, Dex 7, Con 14, Int 15, Wis 17, Cha 13.
Background: Seaman.
Skills: Climb +3, Knowledge: local +9, Knowledge: navigation +9, Knowledge: sea lore +9, Listen +12, Profession: sailor +10, Spot +12.
Feats: Alertness, Dodge, Great Fortitude, Mobility, Skill Focus (Profession: sailor).
Fortunes: Been Round, Loose Tongue.
Equipment: Cudgel, pouch containing 10 pieces of eight.

Angus Doyle, in his youth, sailed to the far reaches of the world; now his mind seems to be a bit addled because of it. Though nobody knows just how old he is, a number of pirates—and not young ones—can attest to the fact that he sailed with their fathers.

Doyle enjoys little in this world more than a chance to tell a newcomer or two tales from his younger days. These stories are frequently outrageously wild affairs: voyages to the ice-bound island of Ultima Thule, from which he was the only crew member to return; a battle at sea in which he fought off a giant squid with nothing but a gaff hook; an encounter in a tropical islet where he met and promised his undying love to a mermaid princess. While few would believe such stories outright, one can’t help but wonder if there might be some bit of truth to them.

Angus is easily distinguished from the other patrons by his stark white hair and leathery skin, along with the tri-cornered hat that has faded to a dull gray.

Mr. Geoffrey, Pickpocket
Rogue 2; CR 2; Medium-sized; HD 2d6+4; hp 13; Init +4 (+4 Dex); Spd 30 ft.; AC 14 (+4 Dex); Atk +1 (1d4, dirk) or +5 (ranged); SQ details; AL NE; SV: Fort +2, Ref +7, Will -1; Str 10, Dex 18, Con 14, Int 12, Wis 8, Cha 8.
Background: Scum.
Skills: Balance +9, Climb +4, Disable Device +6, Escape Artist +11, Hide +9, Moves Silently +9, Open Lock +11, Search +6, Sleight of Hand +11, Tumble +9.
Feats: Deft Hands, Dodge, Improved Initiative.
Fortunes: Quick-Fingered.
Equipment: Four daggers, pouch containing 20 pieces of eight, lock picks.

Mr. Geoffrey is another fellow whom Hughes would rather not see in his establishment, but for the fact that no one has ever actually caught him in the act of pilfering something. Since the boy usually only takes enough to provide for his own food and drink, he has so far been able to avoid close scrutiny.

The lad’s name is something of a running joke amongst the regulars; though he insists that everyone call him “Mister,” he’s the only one who abides by the rule. Although he would never admit to it, he insists on the title because he doesn’t know his last name. Having grown up an orphan on the streets of Port Royal, he has no family name by which to be addressed.
Geoffrey is a swarthy young man with dark hair and dark eyes, the kind who could blend in amongst the denizens of just about any port city throughout the world.

Typical Bouncer
Warrior 1; CR 1/2; Medium-sized; HD 1d8+2; hp 10; Init +5 (+1 Dex, +4 Improved Initiative); Spd 30 ft.; AC 13 (+1 Dex, +2 buff coat); Atk +4 (1d6+2, cudgel) or +2 (ranged); AL LN; SV: Fort +4, Ref +1, Will +0; Str 15, Dex 13, Con 14, Int 8, Wis 10, Cha 12.
Background: Colonist.
Skills: Climb +4, Intimidate +5, Jump +4, Knowledge: local +1, Profession: bouncer +2.
Feats: Improved Initiative, Weapon Focus (club).
Fortunes: None.
Equipment: Cudgel, buff coat.

Typical Server
Expert 1; CR 1/2; Medium-sized; HD 1d6+1; hp 7; Init +1 (+1 Dex); Spd 30 ft.; AC 11 (+1 Dex); Atk +0 (1d3, unarmed) or +1 (ranged); AL TN; SV: Fort +1, Ref +1, Will +4; Str 10, Dex 13, Con 12, Int 8, Wis 14, Cha 15.
Background: Colonist.
Skills: Bluff +9, Diplomacy +8, Gather Information +6, Knowledge: local +3, Knowledge: sea lore +3, Profession: server +6, Sense Motive +8.
Feats: Negotiator, Skill Focus (Bluff).
Fortunes: None.
Equipment: Cudgel and short musket hidden behind the bar.

Typical Whore
Expert 1; CR 1/2; Medium-sized; HD 1d6+1; hp 7; Init +2 (+2 Dex); Spd 30 ft.; AC 12 (+2 Dex); Atk +1 (1d4+1, dirk) or +2 (ranged); AL CG; SV: Fort +1, Ref +2, Will +1; Str 12, Dex 14, Con 13, Int 10, Wis 8, Cha 15.
Background: Colonist.
Skills: Bluff +6, Diplomacy +6, Gather Information +6, Knowledge: local +4, Knowledge: sea lore +4, Profession: shore +3.
Feats: Endurance, Skill Focus (Bluff).
Fortunes: None.
Equipment: Dirk.

Adventure Hooks
In addition to the usual function of a tavern, inn and brothel, the Sign of the Boar’s Head could serve as the starting point for any number of the party’s adventures.

Somebody with an unhealthy interest in Mr. Hughes’ past offers to hire the PC’s to recover the letters that he keeps hidden in his room; they might take the job, or perhaps set a trap for this meddling individual. There is also the question of how Maggie will react to these developments, given her conflict regarding the matter.

The PC’s discover a treasure map that, oddly enough, bears markings that resemble some of the elements in the wild tales that old Angus has been telling. The trouble is that if they want to go in search of it, they’ll have to determine which parts of his tales are true, and which are just fancy.

Neville Wright, in order to move a particularly valuable cargo from his warehouse to a ship in harbor, hires the PC’s to do the job. In addition to thieves who might be interested in nabbing the goods, the items’ true owner comes looking for them.


Rules for Bone-Ace
Bone-Ace is a variant of the game known as thirty-one. It was first played in Europe at least by the start of the 1600s.

Number of Players: From two to eight, with four or more being preferable.

Objective: Collect a set of cards with a value as close to thirty-one as possible, without going over that amount.

Order of Play: Draw cards to determine the first deal, with the lowest card drawn dealing first. To begin, deal each player three cards; the first two are dealt face down, while the third is dealt face up. Place the remainder of the deck face down in the center of the table to form the stock, then turn the top card face up and lay it next to the stock. Each player should also have three betting tokens, such as chips or gold doubloons.

If any of the face-up cards is the ace of diamonds (the “Bone-Ace”), that player wins automatically and the player with the lowest-valued hand loses. If not, play proceeds normally.

Cards are counted at face value, except that aces count as eleven and face cards count as ten. (Therefore, a hand containing an ace, a queen and a three would have a value of twenty-four.) Starting from the dealer’s left, each player in turn may take a card from the top of either pile, then must discard one. Players may choose to discard cards that have just been drawn.
Once a player has a hand that he considers good enough not to lose, he may knock by rapping on the table with his fist. From this point every player may make one last exchange, then all must show their hands. The player with the lowest-valued hand loses, and must add one token or coin to the pot. Any player who is out of coins may continue to play “on his honor” until losing again, at which point he is eliminated from the game.

Play continues in this manner until all of the players but one are eliminated; that player wins the pot.


“The Cut-Throat’s Contract” Encounter
This encounter can be used to start just about any adventure, and can be particularly useful for bringing together a new group of Player Characters. Use the map of the Boar’s Head when the action starts.

Background
Captain Horne is living proof that good things can happen to bad pirates. At one time he was the captain of a much-feared pirate vessel, a scourge of the Caribbean Sea. An unfortunate encounter with a surprisingly well-armed Spanish galleon, however, has left him temporarily without a capable crew. Like a smart scallywag, however, he knew better than to put all of his doubloons in one chest. The scurvy dog always kept one map to a hidden cache of gold in a room of a local brothel, under the protection of a trustworthy lass, and now he intends to collect that booty and continue preying upon vulnerable treasure ships. To do that he needs to hire a new crew, but he is a highly discerning fellow; he has a plan, however, to find the roughest, toughest group of sailors that he can to aid him in this endeavor.

Introduction
This encounter can occur at any time when the PC’s are relaxing at the Sign of the Boar’s Head. Should this be one of their regular hangouts in port, they might just be resting after a previous adventure; alternately, they might have heard word on the street that a renowned captain is looking to hire a crew and that those who are interested should go to the Boar’s Head. However it is that they find themselves there, allow them a little time to enjoy the establishment’s entertainments before the good captain makes his appearance.

“Greetings, brethren!” The captain’s voice booms over the rumble of the assembled crowd. He stands on the balcony on one side of the main room, his arms raised in a grand gesture of salutation. “As you should already know, I am Captain Horne, formerly of the good ship Dauntless. I recently suffered a little setback, one that has left me in need of a new crew. That, my friends, is why I have invited you here tonight. You see, I’m looking for only the best for my crew, and I’ve no doubt that one group among you is the very best. The trouble is, I need to find out just which of you that is.” With a wicked grin, the old pirate produces a leather scrollcase from inside his coat. “These here are the articles for me crew; whoever returns them to me, wins the right to sign ‘em.” With that, he tosses the scrollcase over the railing.

Roll initiative.
As the parcel falls, the assembled crowd erupts in a massive brawl. Use the stats for pirates provided below, but feel free to add other NPC’s with whom the PC’s may have had previous business (or with whom they might have to deal in the future). Daniel Shaw, detailed above, could also jump into the fracas. Note that the assembled scallywags do not use their buccaneer knives unless they are provoked into doing so; it is something of a point of honor for them.

Strategy
While it’s never possible to anticipate every strategy that the PC’s might employ, there are a few possibilities that the GM might encounter. One is to have one or more of the PC’s leap to the railing of the upper level, something that requires a DC 12 Jump check from a running start, or a DC 24 check from a standing start, followed by a DC 15 Climb check. Another option is to leap first onto one of the tables (DC 12 or 24, as above), and from there to the railing (DC 12 or 24 Jump check, followed by a DC 5 Climb check). Should any of the PC’s want to throw the scrollcase from one person to another, treat it as a grenade attack with range penalties as appropriate.

Tough Pirate
Sea Dog 2; CR 2; HD 2d10+4; hp 19; Medium-sized; Init +1 (+1 Dex); Spd 30 ft.; AC 12 (+1 Dex, +1 dueling jacket); Atk +4 (1d6+2, club) or +3 (ranged); SQ Favored Ship (English ships); AL CN; SV: Fort +5, Ref +4, Will +1; Str 15, Dex 13, Con 14, Int 10, Wis 12, Cha 8.
Background: Sea Devil.
Skills: Balance +6, Climb +7, Jump +7, Profession (sailor) +6, Survival +6, Use Rope +6.
Feats: Cleave, Dodge, Power Attack.
Fortunes: Superstitious.
Equipment: Dueling jacket, buccaneer knife, various improvised weapons.

Typical Pirate
Sea Dog 1; CR 1; Medium-sized; HD 1d10+2; hp 12; Init +1 (+1 Dex); Spd 30 ft.; AC 12 (+1 Dex, +1 dueling jacket); Atk +3 (1d6+2, club) or +2 (ranged); AL CN; SV: Fort +4, Ref +3, Will +1; Str 15, Dex 13, Con 14, Int 10, Wis 12, Cha 8.
Background: Sea Devil.
Skills: Balance +5, Climb +6, Jump +6, Profession (sailor) +5, Survival +5, Use Rope +5.
Feats: Cleave, Dodge, Power Attack.
Fortunes: Superstitious.
Equipment: Dueling jacket, buccaneer knife, various improvised weapons.

Captain Horne
Sea Dog 4/Sea Officer 3; CR 7; Medium-sized; HD 7d10; hp 43; Init +0; Spd 30 ft.; AC 12 (+2 buff coat); Atk +6/+1 (2d6, pistol) or +6/+1 (1d6, buccaneer knife); SQ Close Quarters +1, Command (morale bonus), Preferred Ship (English ships), Skill Expert +2; AL TN; SV: Fort +7, Ref +5, Will +8; Str 10, Dex 10, Con 10, Int 14, Wis 15, Cha 16.
Background: Sea Devil.
Skills: Appraise +12, Knowledge: local +12, Knowledge: navigation +12, Knowledge: sea lore +12, Listen +15, Profession: sailor +13, Spot +15, Survival +8.
Feats: Alertness, Dodge, Endurance, Great Fortitude, Iron Will, Mobility.
Fortunes: Superstitious.
Equipment: Two pistols, buccaneer knife, buff coat, scroll with ship’s articles.

Captain Horne is every bit the sea dog. He has lost his right hand, replacing it with a hook, and has the weathered features of one long exposed to the wind and waves. His clothing is fancy but functional, and he wears his dark brown hair and beard long. The recent loss of his ship has left him in a particularly foul mood, but he hopes to amend the situation once he has found a capable new crew.