Tuesday, February 18, 2014

Two Lists

While working on other projects, I've come up with a couple of lists. The first presents texts that would be familiar to a shantyman during the Golden Age of Piracy; as an English teacher, I'm interested in what such a character would be reading and possibly reciting. Second is an encounter table, one that I'll continue to update.

-Nate



The Shantyman's Repertoire
Detailed here is a list of texts that would have been available to a shantyman, along with the names of their authors and the years in which they were written. This list is by no means comprehensive, but it should provide a good idea of which texts were well known during the Golden Age of Piracy and how old each of them was at that time.

1719--Robinson Crusoe by Daniel Defoe
1693--Wonders of the Invisible World by Cotton Mather
1685--Shakespeare's Fourth Folio
1684--The Pilgrim's Progress by John Bunyan
1684--History of the Buccaneers of America by Alexander Esquemeling
1671--Paradise Regained by John Milton
1667--Paradise Lost by John Milton
1663--Shakespeare's Third Folio
1644--The Seaman's Dictionary by Sir Henry Manwayring
1632--Shakespeare's Second Folio
1623--Shakespeare's First Folio
1615--Don Quixote by Miguel de Cervantes
1615--The Oddysey translated by George Chapman
1611--King James Bible
1596--The Faerie Queene by Edmund Spenser
1588--Doctor Faustus by Christopher Marlowe
1570--The Moral Fables of Aesop translated by Robert Henryson
1563--Book of Martyrs by John Foxe
1477--Canterbury Tales by Geoffrey Chaucer
1472--The Divine Comedy by Dante Alighieri
1147--Historia regum Brittaniae by Geoffrey of Monmouth
1100--Chanson de Roland
1050--The Mabinogion
1000--Beowulf
900--The Thousand Nights and a Night


Nautical Encounter Table
Detailed here is a list of creatures and other enemies based on challenge rating. As always, the GM can modify the difficulty of opponents by having the PC's fight more of them, applying templates such as greater zombie, increasing size, adding hit dice, or by giving intelligent enemies additional levels in character classes (this is appopriate for any creature with a class and level listed below). What is more, human characters can be added to the list based on their character levels.

CR--Encounter
1/2--Amazon (warrior 1), Jenny Hanniver, porpoise, small viper snake, troglodyte (warrior 1), simple zombie
1--Cynocephali, hairy wild man, hyena (wild dog), manta ray, sea monk (monk 1), octopus, onijegi (warrior 1), pygmy (warrior 1), medium shark, spider swarm, squid, wolf
2--Ape, bat swarm, black bear, blemmyae, boar, cheetah, crocodile, giant tree frog, leopard, monitor lizard, rat swarm, large shark, constrictor snake, large viper snake
3--Dire ape, dire wolf, lion, huge viper snake
4--Brown bear, polar bear, dire boar, rhinoceros, huge shark, siren, tiger
5--Dire lion, orca, giant constrictor snake
6--Baleen whale
7--Cachalot whale, dire bear, elephant, island giant
8--Dire tiger, giant octopus
9--Dire shark, roc



Monday, February 17, 2014

The Puzzle 2 (and Other Stuff)


In addition to presenting a new interlude, I want to mention that the website Under the Black Flag has been revised. Among the features on it are links to four full-length old pirate movies online.


-Nate


Interlude 54: The Puzzle 2

A previous interlude presented a cryptic puzzle, one that they could decipher by visiting the grave of Lady Rose. Upon doing so, they were steered toward Rose Point on the island of Martinique. This interlude can occur as they pursue that lead.

Searching Rose Point
Ultimately, the PC's need to succeed at a DC 20 Search or Spot check to notice that, at low tide, an exposed boulder amidst a tumble of such rocks is engraved with a small image depicting a stylized five-petaled flower. That is, of course, a rose. Behind the boulder, a narrow tunnel leads back into darkness. Of course, the GM might wish to throw one or more encounters at the PC's while they are searching; refer to the appropriate tables for suggestion.

The Cache
Refer to the appropriate map for the following location descriptions.



1. Boulders
This tumble of rocks counts as difficult terrain when moving across it, unless a character succeeds at a DC 15 Tumble check to jump from boulder to boulder. Failing such a check by five or more means that a character trips and falls prone. As mentioned above, one boulder is engraved with the symbol of a rose. What is more, anyone who enters the area attracts the attention of a local beast. (Here again, refer to the appropriate table for suggested foes.)

2. Tunnel
This tunnel is about five feet wide and of a similar height. It leads upward at a considerable slope, up to a point above the high tide mark.

3. Mechanism
This round room has been built up with a flagstoned floor and walls, and timbers support the ceiling. In the middle of it is a broad circular stone similar to a millstone, lying on the floor, with an axle in the middle and a handle for turning it. What is more, four levers are arranged in front of it, with slots which clearly show that they are pulled toward the wall opposite the entrance. Finally, a DC 10 Search or Spot check reveals that a door is concealed in that same wall.

In order to open the door, the PC's must turn the stone in the correct direction for the letters that spell R - O - S - E, in that order, pulling one lever (from left to right) for each. The correct sequence opens the secret door, while any incorrect attempt triggers a trap. In theory the PC's could just set off a powder keg against the secret door to blow it open, but--at the GM's discretion--this could damage some of the treasure, or even trigger a cave-in.

The traps hurl javelins at the person who pulled the lever. Javelin Trap: CR 2; mechanical; location trigger; manual reset; Atk +16 ranged (1d6+4, javelin); Search DC 20; Disable Device DC 18.

4. Vault
Beyond the secret door is a cubical chamber with a raised platform at the far end. On the platform sit two treasure chests. The GM should tailor their contents to fit the wants and needs of the party, along with the levels of the PC's and the difficulties that they have faced in recovering it.

Saturday, January 18, 2014

First Episode of Black Sails Online?

For those who've been anticipating the new Starz series Black Sails, it seems that the first episode is available online. I've been attempting to watch it, but I receive an error message after a few minutes of watching. I'm going to keep trying.

-Nate

Black Sails


My second effort has proven successful. This time I went to the website directly (instead of via the Facebook link) and watched the first episode. Here are some thoughts.

1. The episode started well, with a pirate attack on a merchant vessel. I don't want to give away any important details, but beginning with this kind of action was a great way to capture interest.

2. This show is pretty. When I watch TV, I want to see things that are different from the real world in the here and now. This show delivers that in spades, with gorgeous landscapes and backdrops and characters that conjure the world of 1715.

3. This show is R-rated. (To be more precise, it is TV MA.) I'm not accustomed to shows that can be so direct about sex and violence, and this show has plenty of both.

4. These characters aren't heroes. They are pirates. They are motivated by profit and pleasure, which is realistic. That makes it a bit hard to stomach at times, but it's fun watching.

5. There's plenty of drama, most of which is only introduced and remains unresolved. Naturally, I'm eager to see what happens next.

Monday, January 6, 2014

Ritual Magic

Here's a post that can apply to both D&D 3e/Skull & Bones and Pathfinder--a system for using ritual magic in a campaign.




Ritual Magic
According to the core rules for Dungeons & Dragons 3rd Edition and its derivatives, casting spells is an individual process. A single spellcaster works by oneself to complete the necessary incantation and gesture, and provides any required materials to trigger the desired effect. While that system works very well for the types of adventures one normally experiences in a high-fantasy setting, it can also be interesting to make spellcasting into more of a group activity. This can also allow multiple lower-level characters to unleash spells that would normally beyond their capacity.

Basic Mechanics
In essence, using ritual magic allows characters to apply the bonuses of metamagic feats to spells based on the number of additional characters who contribute to them. To do so, one character--usually the highest-level caster present--is designated as the primary caster. The spell, using that character's level, is the base effect. Additional characters can contribute the bonuses of metamagic feats, based on the number of caster levels they add to the mix.

Levels / Effective Level Increase
2 / +1 spell level
4 / +2 spell levels
6 / +3 spell levels
8 / +4 spell levels

For example, a siren sorceress mistress (level 6) is being assisted by her apprentice (level 4) and eight neophytes (each level 1). The mistress is, of course, the primary caster. She decides to create a major image with which to mislead some passing sailors. Ordinarily, the DC for that spell would be 13 + her Charisma modifier; it would have a range of 640 feet, and an area of effect equal to ten 10-foot cubes. With the assitance of her fellows, however, she could add the following effects:
  • Enlarge Spell (+1 effective level; increase range to 1280 feet)
  • Widen Spell (+3 effective levels; area of effect increases to twenty 10-foot cubes)
  • Heighten Spell (+2 effective levels; increase DC to resist the spell to 15 + caster's Charisma bonus)
This combination can be especially useful for wicked spellcasters who are summoning extaplanar creatures or who are creating undead monsters.

Limitations
Note that all characters who contribute must have at least one level in a spell-casting class, and all of those who work together use only the levels that they share in a single class. Furthermore, spells which require concentration are automatically disrupted if even one of the contributing characters is incapacitated. The characters who are involved must be in physical contact with each other, such as in a circle together. Finally, the casting times for spells increases during ritual castings.

Normal / Ritual
Swift / Standard action
Move / Full-round action
Standard / Full-round action
Full-Round / Two rounds
Longer / Casting time is doubled

Thursday, January 2, 2014

Out of the Blue

This post marks a new direction for the D20 Pirates blog. It's not so much a change of course, however,  as it is a broadening of horizons. For four years I've focused on a historical setting using the Dungeons & Dragons 3rd Edition ruleset and the Skull & Bones campaign guide. What I want to do now is to start including more traditional fantasy material with a nautical theme. I'll still be posting pieces related to the Come Hell and High Water series, including the finale for that story arc. Additionally, I'll include material that uses the Pathfinder ruleset.

Here's why. More than thirteen years ago, when I attended Gen Con for the release of D&D 3E in 2000, one of the first third-party products available was the adventure Death in Freeport from Green Ronin Publishing. I bought it to have an adventure for the new system, and quickly developed a love for the setting. That was what eventually led me to my interest in historical piracy. Since then, as I've worked on this blog, I've also had some ideas for articles and adventures related to nautical high fantasy in general and Freeport in particular. I want to begin including that material. For that reason, my first post of 2014 is a short story, along with seven new spells for use with Pathfinder.

Happy New Year to all; I'm excited to see where this leads.

-Nate




Out of the Blue
"This is a regular pea soup fog, if I've ever seen one." Maximillian was perched in the bow of the sloop Endeavor, hand held over his eyes, peering ahead into the gloom.

Konrad stood beside him; he'd already given up on trying to see anything. The dwarf grinned, shaking his head. "I've had your pea soup, and it ain't this thick. Of course, I wouldn't say there's anything regular about your cooking."

The halfling shrugged, keeping his eyes forward. "I make do with what we have."

Konrad considered that and then nodded. "That you do, lad; that you do." A moment passed. "Well, give a yell if you see anything."

"I will."

With that, Konrad began to make his way aft. He nodded to the various crew members as he passed them, and then clambered up the ladder to the sloop's sterncastle. There he found Uriel manning the whipstaff, under Horace's direction. The latter, a human, was consulting his book of charts.

Horace shook his head, resigned. "We're too close to the reef to risk sailing blindly; we could lower a boat and try towing us."

The half-orc helmsman nodded. "It's hard working, but it beats just sitting here."

"Okay, then." Horace stepped up to the railing and cupped his hands to his mouth. "All hands--"

He froze as a shadowy form materialized out of the mist--a ship, the deck of which was swarming with orc pirates.

"Battlestations!" Horace yelled.

The crew of the Endeavor rushed to respond. Some bolted down the stairwell to the cargo hold and soon after began passing up weapons. Uriel let go of the whipstaff and jumped down to the main deck, drawing his greatsword as he did so. He began slashing at the ropes attached to grappling hooks which rained down from the attacking vessel, but he could not keep up with the pace of the onslaught. Horace grabbed the helm and tried to turn away from the enemy, but it was no use; the pirates heaved on their lines, pulling the two ships together.

From his position at the bow, Maximillian bolted for the mainmast and scampered up it. A moment later he was joined by Lucinda, the half-elf sorceress. The halfling helped himself to her crossbow and started sniping at foes, while she began raining fiery offensive spells down upon them.

Horace, meanwhile, gave up on steering and raced to join Uriel, as did Konrad. The three of them stood with their backs to one another, ready for the assault.

When the two ships bumped together, the pirates leaped aboard the Endeavor, brandishing their cutlasses. The air rang with the clashing of steel as the crews went to battle.

In the middle of the melee a hulking figure came striding over the ship's railings, an ogre who carried a length of chain with an anchor hanging from it. He surveyed the fray for a moment, and then his eyes settled upon the dwarf, human and half-orc. With a sound somewhere between a laugh and a growl, he started spinning his weapon and advanced toward them.

Uriel let loose with a roar and charged the ogre. Before he could close the monster lashed out with his anchor chain, entangling the half-orc, and then dragged him off of his feet. Horace and Konrad moved to flank him, but he kept them at bay with a flurry of swings. Then, looming over Uriel, he readied himself for a killing blow.

That was when Maximilliam sprang into action, leaping from his position of safety. The halfling landed on the sterncastle railing, where he snatched up the mounted swivel gun, and vaulted from there to the main deck. He rolled to his feet and stepped in behind the ogre, whose eyes went wide. Then Max set a tindertwig to the fuse.

There was a puff of smoke, but nothing else happened.

"Misfire," the ogre snarled.

"Not quite," Lucinda declared. Then she muttered a quick incantation.

Something happened inside the swivel gun, and Maximillian tried the fuse again. This time it erupted with a blast that sent the ogre sprawling to the deck. Recognizing a chance to turn the tide of battle, the five adventurers threw themselves back into combat.


New Spells
The following spells are intended for use in any nautical fantasy campaign setting that includes firearms.

Fog Shroud
School conjuration (creation); Level druid 4, sorcerer/wizard 4
Casting Time 1 standard action
Components V, S
Range medium (100 ft. + 10 ft./level)
Targets one vessel
Duration 10 min./level
Saving Throw none; Spell Resistance no
This spell functions in the same manner as a fog cloud spell, except that it creates a bank of fog large enough to conceal a sailing vessel.

Reload Artillery
School conjuration (creation); Level sorcerer/wizard 3
Casting Time 1 move action
Components V, S, F (catapult stone, ballista bolt or cannon ball and powder)
Range close (25 feet + 5 feet/2 levels)
Targets weapon chosen
Duration instantaneous
Saving Throw yes (optional); Spell Resistance no
This spell functions in the same manner as the reload firearm spell, except that it applies to an artillery piece such as a ballista or cannon. As such, it requires either a catapult stone, a ballista bolt or spear, or a charge of gunpowder and a cannon ball as the focus for casting it.

Reload Artillery, Mass
School conjuration (creation); Level sorcerer/wizard 6
Casting Time 1 move action
Components V, S, F (catapult stone, ballista bolt or cannon ball and powder)
Range close (25 feet + 5 feet/2 levels)
Targets 1 weapon/level, no two of which may be more than 30 feet apart
Duration instantaneous
Saving Throw yes (optional); Spell Resistance no
This spell functions in the same manner as the reload artillery spell, except that it applies to as many weapons as fit within the designated parameters.

Reload Crossbow
School conjuration (creation); Level sorcerer/wizard 1
Casting Time 1 move action
Components V, S, F (crossbow bolt)
Range close (25 feet + 5 feet/2 levels)
Targets weapon chosen
Duration instantaneous
Saving Throw yes (optional); Spell Resistance no
This spell reloads one crossbow or similar weapon. It causes the weapon to become cocked and ready to fire, with an ordinary projectile of the appropriate size loaded in it. The projectile and arrangement remain indefinitely until used.

Reload Crossbow, Mass
School conjuration (creation); Level sorcerer/wizard 4
Casting Time 1 move action
Components V, S, F (crossbow bolt)
Range close (25 feet + 5 feet/2 levels)
Targets 1 weapon/level, no two of which may be more than 30 feet apart
Duration instantaneous
Saving Throw yes (optional); Spell Resistance no
This spell functions in the same manner as the reload crossbow spell, except that it applies to as many weapons as fit within the designated parameters.

Reload Firearm
School conjuration (creation); Level sorcerer/wizard 2
Casting Time 1 move action
Components V, S, F (bullet and powder)
Range close (25 feet + 5 feet/2 levels)
Targets weapon chosen
Duration instantaneous
Saving Throw yes (optional); Spell Resistance no
This spell functions in the same manner as the reload crossbow spell, except that it applies to a gunpowder weapon. As such, it requires a charge of gunpowder and a bullet as the focus for casting it.

Reload Firearm, Mass
School conjuration (creation); Level sorcerer/wizard 5
Casting Time 1 move action
Components V, S, F (bullet and powder)
Range close (25 feet + 5 feet/2 levels)
Targets 1 weapon/level, no two of which may be more than 30 feet apart
Duration instantaneous
Saving Throw yes (optional); Spell Resistance no
This spell functions in the same manner as the reload firearm spell, except that it applies to as many weapons as fit within the designated parameters.


Thursday, December 26, 2013

Happy Anniversary!

To mark the fourth anniversary of this blog, here's a link to the compiled PDF with this year's articles.

The Logbook Volume 4 (2013)

-Nate

Tuesday, December 24, 2013

What Else Was Happening?




Although not all scholars agree, many concure that the Golden Age of Piracy lasted from around 1650, when Henry Morgan and other buccaneers ravaged the Spanish Main, until 1725, the point after which the pirate haven of New Providence was irradicated. The Skull & Bones rulebook, along with the Buccaneers & Bokor ezine (Issue #3), do a good job of listing the major piratical events that took place during this period. The purpose of this article is to detail the happenings that weren't specifically related to piracy, but that help flesh out the background for a campaign set during this time.

The writing of this article is indebted to one source in particular, a book called The Timetables of History by Bernard Grun.

Timeline
Listed below are the respective years and the events that took place in them.

Year--Event
1650--The first coffeehouse opens in Oxford, England; tea is first drunk in England; the world population is estimated to be 500,000 people.
1651--England passes the Acts of Navigation; Thomas Hobbes writes Leviathan; the Dutch establish a settlement at the Cape of Good Hope.
1652--Following the Battle of the Downs, England goes to war with the Netherlands; the first opera house opens in Vienna.
1653--James Naylor, a Quaker, is recognized by some as a new Messiah; the Taj Mahal is completed.
1654--The Treaty of Westminster ends the Anglo-Dutch war and the Dutch recognize the Acts of Navigation.
1655--England captures Jamaica; the first regular newpaper begins publishing in Berlin.
1656--The Netherlands captures Colombo from Portugal.
1657--Christiann Huygens invents a pendulum for clocks; stockings and fountain pens are first manufactured in Paris.
1658--Rober Hooke develops a balance spring for watches; Sweden begins issuing bank notes; religious conflict erupts in India.
1659--France and Spain agree on the Peace of the Pyrenees.
1660--Dutch peasants begin settling in South Africa; England acquires the use of water closets from France.
1661--Robert Boyle identifies chemical elements.
1662--England acquires Bombay, Tangier and 300,000 pounds from Portugal via marriage.
1663--The Royal African Company is chartered; Turkey goes to war with the Holy Roman Empire; the Ottoman army is defeated at Vienna.
1664--The English begin wearing large periwigs.
1665--A military alliance with England helps Portugal gain independence from Spain; the Black Plague occurs in England.
1666--France and the Netherlands go to war with England; English privateers capture Tobago; Isaac Newton measure the orbit of the moon; cheddar cheese is first made; the Great Fire of London occurs.
1667--France and England make a secret treaty against Spain; John Milton writes Paradise Lost; the French army begins using hand grenades.
1668--England and the Netherlands form the Alliance of the Hague; Isaac Newton develops a reflecting telescope; France establishes a factory at Surat in India.
1669--The Venetians lose Crete to the Turks; the Hanseatic League ceases operation; China suffers an outbreak of Cholera.
1670--The Hudson's Bay Company is chartered; watches begin using minute hands; Puritans found Charleston.
1671--John Milton writes Paradise Regained; the Bible is first printed in Arabic.
1672--England and the Netherlands go to war; the Royal African Company is given a charter.
1673--Joliet and Marquette begin exploring the Mississippi River and Great Lakes.
1674--Hindus in India gain reassurance when the conqueror Shivaji is crowned king.
1675--Basho helps popularize haiku poetry; the Greenwich Observatory opens; van Leeuwnhoek uses a microscope to examin microscopic organisms.
1676--An influenza epidemic occurs in England.
1677--Ice cream becomes popular in Paris.
1678--John Bunyan begins publishing Pilgrim's Progress; Russian and Sweden go to war; chrysanthemums are brought to England from Japan.
1679--England passes the Habeas Corpus Act.
1680--Stradivari makes the first known cello; the last dodo bird dies.
1681--A London woman is flogged for becoming involved in politics.
1682--Amsterdam builds the first textile mill, with one hundred looms.
1683--Dutch traders enter Canton; Spain and France go to war; Turks begin the Siege of Vienna, William Dampier begins a voyage around the world.
1684--England gains control of the Bermudas; Alexander Esquemeling publishes History of the Buccaneers of America; a Siamese embassy visits Versailles; Changamire Dombo fights back against the Portuguese in future Zimbabwe.
1685--Chinese ports open to all foreign trade; the Duke of Monmouth foments rebellion in England.
1686--Russia goes to war with Turkey; Edmund Halley draws the first meteorological map.
1687--Isaac Newton writes Philosophiae Naturalis Principia Mathematica; Sir Hans Sloane begins collecting biological specimens that will one day be given to the British Museum.
1688--France goes to war with the Holy Roman Empire.
1689--John Locke argues that governmental authority should not be based on divine right.
1690--Calcutta is founded as an English colony.
1691--The New East India Company is formed; the Treaty of Limerick ends Irish rebellion.
1692--An earthquake destroys the city of Port Royal in Jamaica.
1693--The Knights of the Apocalypse are founded in Italy; Cotton Mather publishes Wonders of the Invisible World.
1694--English forces destroy a French fort on the Senegal River.
1695--French forces destroy an English fort on the Gambia River.
1696--Fort William is built in Calcutta.
1697--France begins colonizing West Africa; the sedan chair becomes a popular means of transportation.
1698--Peter the Great of Russia begins visiting Europe, sometimes with an entourage and sometimes disguised as a commoner.
1699--William Dampier explores the northwest coast of Australia.
1700--Governor Bellomont of New York establishes a reading room that will become an early society library; the world population is estimated to be 640,000; average life expectancy is calculated to be thirty-six years.
1701--The War of Spanish Succession begins; the Popol Vuh is translated.
1702--The Asiento Guinea Company is founded to facilitate the slave trade; Kira Yoshinaka is killed by forty-seven ronin in Japan; an Anglo-Dutch fleet captures a fortune in silver from the Spanish.
1703--Eddystone Lighthouse is destroyed by a storm.
1704--England takes control of Gibraltar; Handel and J.S. Bach begin composing; a subscription library opens in Berlin.
1705--Edmund Halley predicts the return of his comet; an observatory opens in Berlin.
1706--Henry Mill invents carriage springs.
1707--England and Scotland combine to form Great Britain; Sir John Noyer is the first to measure a person's pulse; billiards is first played in Berlin coffeehouses.
1708-The British East India Company and New East India Company merge.
1709--Bartolomeo Cristofori invents the pianoforte; Johann Maria Farina introduces cologne.
1710--France takes over Mauritius from the Netherlands; the English Sout Sea Company is founded; England captures Nova Scotia from France.
1711--John Shore invents the tuning fork.
1712--A war of succession erupts in India; slave revolts occur in New York; the last person executed for witchcraft in England dies.
1713--The Treaty of Utrecht ends the War of Spanish Succession and Queen Anne's War.
1714--Fahrenheit develops a mercury thermometer.
1715--A Jacobite rebellion erupts in Scotland.
1716--A company of English actors stages its first performance in the American colonies.
1717--Pope Clement XI funds a Spanish fleet to fight against the Ottomans, but the Spaniards use it to recapture Sicily and Sardinia.
1718--England declares war on Spain; New Orleans is founded.
1719--France declares war on Spain; Defoe publishes Robinson Crusoe.
1720--Novels are first serialized in newspapers; plague breaks out in Marseilles.
1721--Swiss immigrants first bring rifles to the New World.
1722--Benjamin Franklin begins writing the Silence Dogood letters.
1723--Vivaldi composes the Four Seasons.
1724--Gin becomes popular in Britain.
1725--The first public concert is given in Paris; Manchu Emperor Yongzheng publishes the largest encyclopedia ever created.