Monday, July 14, 2014

Orc Whaling Ship

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

-Nate


Orc Whaling Ship
There are a lot of ways to make a living at sea, including serving aboard a military ship, operating a merchant vessel, or even turning pirate. One of the less glamorous options is to become a whaler, hunting the great creatures that swim in the oceans and harvesting what they have to offer.



Whale Hunting
Typically a whaling vessel sails in waters where the creatures are known to be found, timing its voyage for periods when they are expected to frequent those waters. When a lookout spies a whale or its spume, the chase begins. The crew maneuvers the vessel until it is close enough for hunters to lash out with their whalespears, which are connected to ropes tied to the ship. Using these weapons, the orc members attempt to grapple the whale; one orc makes a combat maneuver check, and receives a +2 bonus from each orc who also succeeds with an attack to aid. If they succeed, the whale is unable to dive beneath the surface. At that point, the captain calls for the ship's boats to be lowered, and teams of orcs (one mate and five typical sailors) venture out to stab the whale to death with their spears.



As long as they succeed, the hunters drag the whale's carcass either to a convenient beach, if one is available, or back alongside the ship. They then begin cutting away its skin and blubber in long strips, followed by chunks of its meat. The meat they cook for their own consumption, having quite the feast to celebrate their catch. At the same time, they cook down the blubber until they can siphon off the oil from it, a substance they can sell for use in making candles. The skin, if they wish, can be used to make clothing like the whaleskin greatcoats they wear to keep dry.



The Abattoir
Refer to the deck plan above for the following area descriptions.

1. Main Deck
This broad open space provides access to other parts of the ship. From here, stairs lead up to the fore- and sterncastles, and a wide hatch opens to the cargo decks below. There are also ladders leading belowdecks, and doors to the rear compartment for officers and the crew quarters before the mast. The main deck's most notable features, however, are twofold. There are a pair of boiling kettles used to cook down the harvested blubber, and the ship's boats are kept here when not in use.

2. Armory
The whale hunters keep their crossbows and whalespears here, hung on racks that line the walls, ready for when the orcs sight their prey.

3. Captain's Cabin
By far the most comfortable quarters aboard the ship is this, usually with a comfortable bed and a table for studying charts and taking meals, and perhaps even a wardrobe against one wall.

4. Mates' Cabin
The three mates have their quarters here. As such, this room usually contains three bunks and another table, along with sea chests for their personal items.

5. Veteran Crew Quarters
Half a dozen hammocks are hung in this area, providing places for veteran crew members to sleep. There are also sea chests for individual possessions. Another ladderwell leads from here to the mess and cargo hold, below.

6. Bowsprit and Head
This area sits in front of the forecastle, open to the wind and spray. The ship's toilets are located here, and it is from here that the ship's bowsprit protrudes.

7. Forecastle
Most of the time, this area serves little purpose other than providing a place from which to watch the passing sea and keep an eye out for whales.

8. Sterncastle
This raised platform is a center of activity when it comes to sailing. Crew members man the ship's whipstaff here, steering the vessel. The captain and/or a mate is also often present, setting the course and shouting orders to the crew.

9. Crew Quarters
More hammocks are hung in this area—many more. Even so, there are not enough for every crew member; most share a hammock, taking turns sleeping while the other is on duty. Needless to say, this makes for tight quarters.

10. Storage and Mess
Foodstuffs are kept in this room, and distributed from here to the crew. These are usually simple affairs, consisting of ship's biscuit, salt pork and a thin wine.

11. Cargo Hold
This area is filled with barrels. If the crew has had success, they are filled with whale oil and perhaps meat; if not, they stand empty and waiting.

12. Infirmary
Crew members who are injured in the line of duty are allowed to recover in the beds located here.


The Crew
Detailed here are the orcs who can commonly be found aboard this ship.

Typical Orc Sailor
CR 1/3
XP 135
Male orc warrior 1
CN Medium humanoid
Init +0; Senses Darkvision 60 ft.; Perception +0
DEFENSE
AC 12, touch 10, flat-footed 12 (+2 armor)
hp 6 (1d10+1)
Fort +3, Ref +0, Will +0
Defensive Abilities ferocity
Weakness light sensitivity
OFFENSE
Spd 30 ft.
Melee Whalespear +5 (1d10+3/x3)
Melee Longsword +4 (1d8+3/19-20)
Ranged Heavy crossbow +1 (1d10)
STATISTICS
Str 15, Dex 10, Con 12, Int 8, Wis 10, Cha 8
Base Atk +1; CMB +3; CMD 13
Feats Weapon Focus (whalespear)
Skills Profession (sailor) +4
Languages Common, Orc
SQ weapon familiarity
Equipment Clothing, whaleskin coat (treat as leather amor), longsword, whalespear, heavy crossbow, ten bolts

These orc sailors are a rough bunch; their only focus is to find and kill enough whales that they can earn their pay and go back to port in order to spend it.

Veteran Orc Sailor
CR 2
XP 600
Male orc warrior 1/fighter 2
CN Medium humanoid
Init +0; Senses Darkvision 60 ft.; Perception +0
DEFENSE
AC 12, touch 10, flat-footed 12 (+2 armor)
hp 19 (3d10+3)
Fort +6, Ref +0, Will +0
Defensive Abilities ferocity, bravery +1
Weakness light sensitivity
OFFENSE
Spd 30 ft.
Melee Whalespear +7 (1d10+3/x3)
Melee Longsword +6 (1d8+3/19-20)
Ranged Heavy crossbow +3 (1d10)
STATISTICS
Str 15, Dex 10, Con 12, Int 8, Wis 10, Cha 8
Base Atk +3; CMB +5; CMD 15
Feats Lunge, Point Blank Shot, Power Attack, Weapon Focus (whalespear)
Skills Profession (sailor) +6
Languages Common, Orc
SQ weapon familiarity
Equipment Clothing, whaleskin coat (treat as leather amor), longsword, whalespear, heavy crossbow, ten bolts

From among the simply average crew members, these are some of the few who have proven themselves more cunning and more capable. They are old veterans, ones who lead watch teams.

Orc Ship's Mate
CR 4
XP 1200
Male orc warrior 1/fighter 4
CN Medium humanoid
Init +0; Senses Darkvision 60 ft.; Perception +0
DEFENSE
AC 12, touch 10, flat-footed 12 (+2 armor)
hp 31 (5d10+5)
Fort +7, Ref +1, Will +1
Defensive Abilities ferocity, bravery +1
Weakness light sensitivity
OFFENSE
Spd 30 ft.
Melee Whalespear +9 (1d10+6/x3)
Melee Longsword +8 (1d8+3/19-20)
Ranged Heavy crossbow +5 (1d10)
STATISTICS
Str 16, Dex 10, Con 12, Int 8, Wis 10, Cha 8
Base Atk +5; CMB +8; CMD 18
Feats Lunge, Point Blank Shot, Power Attack, Weapon Focus (whalespear), Weapon Specialization (whalespear)
Skills Profession (sailor) +8
Languages Common, Orc
SQ weapon familiarity
Equipment Clothing, whaleskin coat (treat as leather amor), longsword, whalespear, heavy crossbow, ten bolts

There are three of these tough, battle-tested orcs; they are second only to the captain himself. One is charge of the crew when on deck, except when the captain is present.

Captain Cyrus
CR 6
XP 2400
Male orc warrior 1/fighter 6
CN Medium humanoid
Init +0; Senses Darkvision 60 ft.; Perception +0
DEFENSE
AC 12, touch 10, flat-footed 12 (+2 armor)
hp 44 (7d10+7)
Fort +8, Ref +2, Will +2
Defensive Abilities ferocity, bravery +2
Weakness light sensitivity
OFFENSE
Spd 30 ft.
Melee Whalespear +12/+7 (1d10+7/x3)
Melee Longsword +10/+5 (1d8+3/19-20)
Ranged Heavy crossbow +7/+2 (1d10)
STATISTICS
Str 16, Dex 10, Con 12, Int 8, Wis 10, Cha 8
Base Atk +7/+2; CMB +10; CMD 21
Feats Far Shot, Firearms Proficiency, Lunge, Point Blank Shot, Power Attack, Weapon Focus (whalespear), Weapon Specialization (whalespear)
Skills Profession (sailor) +10
Languages Common, Orc
SQ weapon familiarity (spears)
Equipment Clothing, whaleskin coat (treat as leather amor), longsword, whalespear, heavy crossbow, ten bolts


Using the Orc Whaling Ship in a Nautical Fantasy Campaign
There are many ways in which these maritime hunters could become involved in a nautically-themed Pathfinder campaign; a few of the possibilities are detailed here.
  • The PC's could encounter this vessel at sea, providing an opportunity to trade supplies and exchange news.
  • The crew's whale hunting leads them to run afoul of a local druid; she goes looking for help (the PC's?) in convincing them to stop their predations.
  • When this crew arrives in port, things become rowdy; the orcs, flush with newly earned money, are eager to spend it on food, drink and entertainment.
  • In the event that a fire broke out aboard their ship, the orcs might need the crew of a passing vessel (the PC's?) to rescue them—and then to deliver them back to port, something that could make for a difficult voyage, indeed.
  • Should the orcs find a cryptic item in the belly of their prey, they might turn to outsiders (the PC's?) to help find out what it means; this, in turn, could lead into the search for a vessel that was lost at sea.
  • If Captain Cyrus ever grows tired of whaling, he and his crew could turn pirate, thereby becoming a threat to all manner of other ships sailing the seas.



Saturday, June 21, 2014

Apotheosis

At long last, here's the scenario that's intended to wrap up the Come Hell and High Water campaign. It feels a little bit piecemeal, but I think that's how it works when it's designed to wrap up all of the loose ends in this long series of adventures. I hope that people have been able to make use of material from them and have some fun in doing so.

-Nate


Apotheosis
This scenario is Part 19 of the Come Hell and High Water campaign, an adventure series for the Skull & Bones historical setting, for use with the Dungeons & Dragons roleplaying game version 3.5. It is intended for a party of eleventh-level characters. Although it is intended as the finale of an ongoing collection of scenarios, it can also be run as a stand-alone adventure with a bit of modification.

Background
For some time now, the PC's have been involved in the hunt for lost relics and lore around the world. This started with a visit to Circe's island in “Living Legends,” followed by a visit to the home of the remaining giants in “The Ends of the Earth,” a journey back to London in “Machinations” and then a voyage to an ancient Chinese treasure cache in “Above and Below.” During that time, they and/or the agents of the Cabal, or perhaps even the Spanish, have been gathering all of the magical spells and items that they could. Their ultimate aim is to create a collection equivalent to a codex of infinite spells, allowing them to access magic beyond anything known in the world.

Of course, it's never completely possible to anticipate the actions of the Player Characters or the outcomes of their adventures. For that reason, many options for starting this scenario are presented in the Introduction, below.

Introduction
Depending on the Player Characters' situation in the aftermath of the previous scenarios, this adventure could begin in many different ways.

If the PC's acquired the last items necessary to completing the codex of infinite spells and managed to flee from the Chinese treasure cache, there are a number of possibilities. Should the PC's be tempted to use the codex to their own ends, the GM could start with Encounter 1—Unleashing the Power, below. If the agents of the Cabal managed to take the information from them, the action could begin with Encounter 2—Reclaiming the Prize. The same goes if the Spaniards managed to take control of the materials in question. On the other hand, in the event that the PC's decide it's best to rid the world of such a temptation—or those of another power group—are in hot pursuit, kick it off with Encounter 3—Protecting the Secret.

While those options cover most of the possible outcomes from the last few adventures, there are some other elements that could come into play. For example, it's always possible that the PC's might be the recipient of a proposal from one of the world's sovereigns who has heard of the pursuit and wishes to gain control of nearly unlimited magical power. That could lead into the events of Encounter 4—The Powers That Be. Should the PC's wish to gather their old associates around them, such possibilities are detailed in Encounter 5—Gathering Forces. Finally, if they have managed to acquired the Prow of the Argo (as detailed in the scenario “Trial by Fire,” and either they or their enemies have gained access to the aforementioned source of unlimited magical power, and the GM wants to test their intentions and resolve concerning the latter, ways to introduce a vision of temptation or warning are detailed in Encounter 6—Dreams or Nightmares.


Encounter 1—Unleashing the Power
As mentioned above, possessing the accumulation of relics and lore gives the PC's access to power similar to that of a codex of infinite spells. In that way, they can wield the power of spells like wish and miracle—but not without some danger to themselves and others. If the PC's decide to use such a power, the GM should keep in mind a few suggested guidelines.

First and foremost, any effects that the PCs might wish to achieve should be compared to existing spells. For example, bring a comrade back from the dead is analogous to raise dead or resurrection; unleashing devastation upon an enemy stronghold can be accomplished via earthquake; and just about anything can be handled through a casting of limited wish, wish or miracle. These guidelines, then, determine the effective level of the magic being wielded, which in turn determines the danger that it presents.

Refer to page 238 of the Dungeon Master's Guide to find rules for characters who attempt to use spells beyond their capacity. Keep in mind that they must meet four qualifications to cast the spell without risk of ill effects: 1) Be able to cast spells of the appropriate type (divine or arcane); 2) Have the spell in question on the spell lists for their classes; and 3) Possess the necessary ability scores for casting spells of that type; 4) Be of sufficient class level to cast that spell. Ordinarily, if the character in question doesn't meet all four of those criteria, he must make a DC 5 Wisdom check in order to avoid a mishap. In this case, that DC increases by five for each additional criterion that the character does not meet. For example, a PC who is unable to cast spells of any kind, and doesn't have high enough Wisdom or Intelligence scores, must make a caster level check in order to properly activate the magic. Failure means that said character must succeed at a DC 20 Wisdom check in order to avoid a mishap.

Should a mishap occur, refer to the same section of the Dungeon Master's Guide in order to determine its effects.

On the other hand, if these efforts are successful, the implications are left up to the judgment of the DM to determine. They might be able to build for themselves an idealistic pirate paradise, but old enemies and new would not hesitate to try and take that from them.


Encounter 2—Reclaiming the Prize
If the PC's turned the last of the sacred information over to the agents of the Cabal, or were overpowered in trying to protect it—either to the Cabal or to the Spanish—they face the challenge of taking it back from their enemies.

In the prior case, if they gave it up willingly to their employers, they'll soon find reason to regret doing so. This could take a fair amount of adjudication on the part of the GM, as the Cabal begins to unleash untold power upon their enemies. This could include unprecedented attacks agains the allies of the PC's, as detailed in the scenario “Retribution.” That alone should be enough to provoke a change of heart on the part of such mercenary characters.

If and when such a new resolution occurs, there are two possible options; each of these is detailed below.

The Chase
In this case, it is up to the PC's, aboard their ship, to chase down the agents of the Cabal and take the items in question away from them. The GM should use the stats presented in the previous scenario, “Above and Below,” to represent the abilities of these foes—and perhaps increased by a level to represent newly gained experience. This sets up an exciting ship-to-ship battle, provided that the PC's make their move with enough time left to run down their enemies before they reach their destination—London.

The Assault
Should the agents of the Cabal be able to return to their stronghold in London, refer to the article “The Cabal” for a map of that group's stronghold, along with stats for the characters who might be found there. Here again, a fair amount of adjudication on the part of the GM is likely necessary in order to resolve such an attack.


Encounter 3—Protecting the Secret
In the event that the PC's manage to escape from the island with the necessary items in their control, they find themselves as the object of pursuit. Just as with the previous encounter, this can take one of two likely forms.

Retribution
As mentioned above, the wicked machinations that the Cabal could undertake in order to lure the PC's out of hiding are detailed in the scenario “Retribution.” Should the occultists already have staged such an attack, they could be empowered to new levels of violence and ruthlessness now that they possess the relics and lore. Of course, in the face of such aggression, it's up to the PC's to decide how they want to respond. Eventually these predations should demand some kind of response from them. When and where that happens is left to the adjudication of the GM, likely using characters and locations introduced during prior adventures. This could lead into a chase or an assault, as detailed above and below.

The Chase (Reversed)
This situation can play out in much the same manner as if the PC's were pursuing agents of the Cabal or Spaniards, except in reverse. In this case it is the NPC's who are chasing the PC's, and they're out for blood. Here again the GM should refer to the deck plans for the vessel in question, along with the stats for the characters aboard them. Of course, should they wish to acquire a little help for this endeavor, they could turn to existing allies (as detailed in Encounter 6) or even have some offered to them (covered in Encounter 4).

If the PC's manage to defeat their enemies, they win a reprieve from pursuit. Even so, they could still be tempted by the notion of using this power, or another foe could become apparent. There is always the option of destroying the items, as detailed below. On the other hand, should the agents of the Cabal acquire the goods from the PC's, such a development sets up either of the two encounters mentioned above.

Destruction
Another option is for the PC's to destroy the assembled magical materials once and for all. To do so they have a variety of options. Unlike artifacts in high-fantasy settings, these ones are not indestructible save for one particular situation. For that reason the PC's could simply stoke a large bonfire and cast the materials into it. Those who have a more dramatic flare could lock them into a weighted trunk and throw them overboard in the deepest part of the ocean, or even cast them into a volcano. At the very least, this should require that the PC's fight off a last-ditch effort by their enemies to prevent such actions, requiring a desperate battle in an exotic location to eliminate the problem once and for all.


Encounter 4—The Powers That Be
Given the magnitude of the power represented by the accumulated magical materials, it's also possible that some of the world's most powerful figures could take an interest in them. This might include the kings or queens of England, France or Spain; the emperor of China; a corsair ruler of Algiers, Tunis or Tripoli; or even the Pope himself. (In the latter case, the pontiff would probably seek the items in order to ensure their destruction.) At the GM's discretion, there could even be multiple representatives from competing parties. Whoever the important person might be, though, this development is likely to take place in a few different steps.

The Meeting
In contrast to the pomp and circumstance that could accompany such an encounter, the initial contact from the sovereign is conducted by an empowered representative who conducts this business in a nondescript manner. If the PC's happen to be in port, he—along with a cadre of bodyguards—approach them wherever they might be visiting. Should they be at sea, the representative could approach them aboard a ship—probably a galleon or a similarly large and well-armed vessel—and invite them aboard for the meeting. The PC's always have the choice of rebuffing this proposal, but they should be wary lest the potential ally become an enemy.

Given that the PC's have other foes about whom to worry, it is possible that a spy might try to eavesdrop upon a meeting on land in order to report back to her own employers.

The Offer
The representative comes armed with a royal proclamation, signed by the sovereign in question. (Refer to Interlude 47: The Declaration for an example of how such a document might look.) It even bears the royal seal, and promises the PC's something lucrative in exchange for turning the accumulated magical materials over to the sovereign (or helping the sovereign's representative to acquire the items, if someone else possesses them). Some options for this offer include the following.
  • A pardon for past crimes, especially that of piracy.
  • Granting one or more of the PC's a commission in the Royal Navy, as captain of one of His Majesty's vessels.
  • A royal title (such as Baron or Lord) along with a grant of land in the sovereign's domain.
  • Riches, in the form of 100,000 piece of eight.
  • Perhaps even the vice-governorship of one of the Crown's royal colonies—a position that would put the character in question on part with Captain Henry Morgan himself.
  • Favors on behalf of other characters, such as Nneka the Maroon or even Gath the Shaman.
  • A reward of the character's choosing—at the GM's discretion, as always, and something comparable to the aforementioned incentives.
Whatever these promises might entail, it is up to the PC's to accept or decline. The prior decision likely wins them influential assistance, while the latter might yield powerful opposition.

The Fallout
Just how this situation develops depends, of course, on the decisions of the Player Characters. They could find themselves sailing with a might escort, or having said vessel in pursuit of them. What is more, whether or not they receive the rewards in questions is determined by whether or not they can deliver on their end of the bargain.


Encounter 5—Gathering Forces
It is quite possible that either the PC's or the agents of the Cabal, or both, could try to gather up their allies (or people with whom they share enemies) in order to tip the scales during the final confrontation. For characters who've participated in the entire Come Hell or High Water campaign, there could be plenty of both. This all depends on how previous scenarios developed, and—more importantly—who survived them.

Allies
Potential friends of the PC's could include the following characters.
  • Captain Ned Carstens (from “An Ill Wind Blows”)
  • Mama Cecile and/or Nneka the Maroon (from “Reprisal,” etc.)
  • The Priestess and her Mayan warriors (from “The Message”)
  • Captain Oliver Sedgewick, whaler (from “Beyond the Pale”)
  • Sister Sophia and the Amazons (from “Trial by Fire”)
  • Arukuma the Wanderer and her onijegi (from “The Mermaid's Tale”)
  • Hussein “the Hunter” Ra'is and his corsairs (from “Treacherous Waters”)
  • Alkmene the sea witch (from “Treacherous Waters”)
  • Captain Luciano Vittorio (from “Treacherous Waters”)
  • Annabell “Banshee” O'Bannon and Michael “Cannon” O'Bannon (from “Fortune & Glory”)
  • Mustafa al-Aqil (from “Living Legends”)
  • Amelia Cordeiro (from “The Ends of the Earth”)
  • Gath the Shaman (from “The Ends of the Earth”)
  • Captain Isaac Faulkes (from “Machinations”)
  • Reuben Meier (from “Machinations”)
  • Liu-Chang Kwan (from “Machinations”)
Here it is up to the PC's to rally their allies around them, although the GM could always surprise them with an unexpected arrival, especially if they find themselves in a seemingly insurmountable situation.

Enemies
Included among those who might be enemies of the PC's are these individuals.
  • Mhlongo or Mabhena the Bokors (from “An Ill Wind Blows”)
  • Raymond and/or Roderick Carlisle (from “Reprisal,” etc.)
  • Captain Salvator Jimenez (from “Out of the Darkness,” etc.)
  • Captain Bartleby the Pirate (from “The Message,” etc.)
  • Various members of the Inquisition (from “The Message,” etc.)
  • The spirit of Jean de Montsegur (from “Beyond the Pale,” etc.)
  • Hussein “the Hunter” Ra'is and his corsairs (from “Treacherous Waters”)
  • Captain Luciano Vittorio (from “Treacherous Waters”)
  • Annabell “Banshee” O'Bannon and Michael “Cannon” O'Bannon (from “Fortune & Glory”)
  • Various agents of the Cabal (from “Living Legends,” etc.)
The GM is encouraged to pull out all the stops in assembling a force with which to challenge the PC's.
Note, too, that these are only NPC's culled from the various scenarios in the campaign series; there could be any number of other characters from various Interludes, or ones introduced by the GM. Including these characters helps to pull together the different strings from which this tapestry has been woven, helping to create both continuity and closure as the climactic finale approaches.


Encounter 6—Dreams or Nightmares
Although the previous encounters lay out the most likely developments as this confrontation comes to a head, this one provides a chance for a “do-over” in the event that the PC's fail. This assumes, of course, that they have managed to acquire the beam from the Argo's prow, a relic detailed in the scenario “Trial by Fire.” Given that this item is known to grant prophetic dreams upon those who carry it on their ships, PC's who fail in their efforts could wake up to find that they only dreamt of such catastrophes. (Refer to Event 0 from the scenario “Treacherous Waters” for an example of how this could work.)

Providing an Impetus
It's a well known fact that Player Characters don't always act in an altruistic manner, and this is probably more often the case with pirates. Should the PC's be reluctant to undertake a nobel endeavor, the GM could always give them a push in the right direction using a vision from the beam. In this case, the GM can run an encounter as normal, perhaps one involving the agents of the Cabal unleashing the power of the assembled magical materials, or even of an effort by one or more PC's backfiring and thus leading to tragic consequences.


Conclusion
Once all has been said and done, it's time to wrap up any loose ends for the campaign. In addition to having the PC's advance to twelfth level, it's important to know what they plan to do now that these adventures are finished. To that end, rather than including suggestions for further adventures, this conclusion presents some questions to answer regarding the resolution of the Come Hell and High Water campaign.
  • What does each character intend to do in the future? Is the character settling down into retirement, or taking on a new job (or continuing the old one)?
  • How do the characters stand in the eyes of the world's governments? Are they honored as heroes, or reviled as villains?
  • What kind of legacy does each character leave for the future?
  • Are there any relationships between PC's and NPC's that need to be resolved?
In this way, the players can bring their characters' stories to a satisfying finish—and perhaps even start laying the foundation for future campaigns.


Appendix 1: Dramatis Personae

(Note that stat blocks for many of the characters who could be included in these events are not included here, given how unpredictable the outcomes of previous scenarios can be. The GM is encouraged to draw them from the Player Characters' previous adventures, perhaps bumping them up a level to represent experience gained through success or failure.)


The Representative
Power
England
France
Spain
China
Corsairs
The Vatican
Name
Sir Basil McNaughton
Guillaum Verdier
Manuel Gutierrez
Fat Chow
Jamal al-Jazeeri
Sergio Moretti

Royal Representative
Fighter 13; CR 13; Size medium; HD 13d10+26; hp 102; Init +5 (+1 Dex, +4 Improved Initiative); Spd 30 ft.; AC 13 (+2 buff coat, +1 Dex); Atk +19/+13/+7 (1d6+7, rapier); SQ None; AL LN; SV: Fort +10, Ref +5, Will +5; Str 18, Dex 13, Con 14, Int 10, Wis 12, Cha 8.
Background: Military.
Skills: Climb +17, Jump +17, Survival +3, Swim +17.
Feats: Cleave, Combat Reflexes, Dodge, Great Cleave, Improved Critical, Improved Initiative, Improved Weapon Focus, Improved Weapon Specialization, Mobility, Power Attack, Spring Attack, Weapon Focus (rapier), Weapon Specialization (rapier).
Fortunes: None.
Equipment: Clothing, buff coat, rapier, royal proclamation.

These representatives are not negotiators, but rather messengers who are skilled in defending themselves as well as the interests of their sovereigns. They are unswervingly loyal to said lieges, but not could be susceptible to magical influence. Note, too, that they are not empowered to negotiation, only to present the offers they've been given.


Bodyguards
Fighter 7; CR 7; Size medium; HD 7d10+14; hp 57; Init +5 (+1 Dex, +4 Improved Initiative); Spd 30 ft.; AC 13 (+2 buff coat, +1 Dex); Atk +11/+6 (1d6+5, rapier); SQ None; AL LN; SV: Fort +7, Ref +3, Will +3; Str 16, Dex 13, Con 14, Int 10, Wis 12, Cha 8.
Background: Military.
Skills: Climb +13, Jump +13, Survival +3, Swim +13.
Feats: Cleave, Combat Reflexes, Dodge, Great Cleave, Improved Initiative, Power Attack, Weapon Focus (rapier), Weapon Specialization (rapier).
Fortunes: None.
Equipment: Clothing, buff coat, rapier.



Monday, June 2, 2014

Encounters

This post is a follow-up to the scenario Strange Bedfellows, post previously. It presents four encounters using the AD&D 2nd Edition rules, in the Al-Qadim campaign setting.

Encounters

-Nate

Saturday, May 31, 2014

Lots of Piratey Goodness

This has been a good week for gamer/pirate enthusiasts. After long periods of waiting, three different elements combined for a perfect storm.

1. On Tuesday, the adventure Dark Deeds in Freeport was released. This was one of the first crowd-funded projects that I ever supported, and my gaming group helped playtest the scenario a while back. We had fun, and I've been waiting to see the final product since then. Check it out on RPGNow.com.

Dark Deeds in Freeport


2. On Thursday, after more protracted waiting, a second crowd-funded project came to fruition: I was given the rough-cut PDF for the new Pathfinder-oriented Freeport sourcebook. In the past I've mentioned that the Freeport adventures, which were published back when Dungeons & Dragons 3rd Edition premiered, are what led me to start reading about pirates and, ultimately, to start this blog. I am excited to see a book detailing the setting and tying it into Pathfinder, but I'll be more excited when the hardcover copy comes in the mail.


3. Yesterday (Friday) brought the premiere of the NBC series Crossbones. I've been waiting for this for some time, and it didn't disappoint. While the ship-to-ship combat scenes were not as grandiose as those of Black Sails (reviewed previously), the focus on intriguing characters was more notable. In addition to Blackbeard (played by the always enjoyable John Malkovich), there's an intriguing protagonist (Tom Lowe, played by Richard Coyle) along with a host of other curious individuals. Perhaps my favorite is Fletch (the loblolly boy, played by Chris Perfetti), who is completely over his head as a prisoner on a pirate island. All in all, this show has introduced some interesting characters and conflicts, with the backdrop of a gorgeous island setting, and I'm eager to see the next episode.

Crossbones

-Nate

Sunday, May 11, 2014

Space Fantasy Magical Items

Back in 1989, my twin brother and I bought our first roleplaying game books from a buddy; they were the 2nd Edition AD&D Player's Handbook and Dungeon Master's Guide. Shortly thereafter we dropped the cash on our first new product, the Spelljammer boxed set. That led us into what was probably the most epic RPG campaign in which I've ever played, one that saw our characters save the known galaxy from the predations of the Vodani horde.

Some ten years later, the familiar and much-loved 2nd Edition was replaced by something startling and new. The 3rd Edition of D&D introduced some notable changes to it, not the least of which was an Open Game License. For someone who had long dreamed of publishing an adventure or article in Dungeon or Dragon magazines, this provided a golden opportunity. After all, many different fledgling companies could now publish material for the biggest RPG of them all, and there were lots of open calls for submissions. Even so, although the OGL created all kinds of niche products for any imaginable campaign setting, space fantasy was still lacking. It is true that Polyhedron published a Spelljammer mini-setting, Shadow of the Spider Moon, but the rules and campaign information contained therein were not open content. It was a solid product, but it didn't provide the same kind of opportunity that material from other publishers presented.

Since then, the shift from D&D's 3rd Edition to its fourth incarnation has given rise to a new phenomenon—Pathfinder. With it there is now a ruleset that is even more open than the material published by Wizards of the Coast, but there are still no rules for running space fantasy scenarios. Clockwork Gnome Publishing took a run at Kickstarting a rulebook, Sailing the Starlit Sea; sadly, although they had lots of good ideas, they ultimately proved unsuccessful. That is why I've been kicking around ideas for a new set of rules, one that is available free of charge and open for the general public to use and modify. I call them Aetherial Adventures.

Hopefully this supplement can do the same thing for other games that the Spelljammer rules did for us, opening up the possibility of traveling from world to world, and thereby creating a truly unlimited vista to serve as a backdrop for fantastic adventures.

-Nate


The Discovery of Aetherships
The first group to discover the possibility of aetherial flight was a band of adventurers. They made their discovery beneath a pyramid in the middle of a harsh desert; that was where they found the first of three necessary components. It was a solar vessel, a sailing craft engraved with symbols and incantations sacred to the God of the Sun. In the liturgy of that faith, they represented the movement of the world's primary star through the heavens. In more practical terms, however, it was enchanted with the power of levitation.

Of course, that alone wasn't enough to break the barrier of the planet's atmosphere. Sensing that they had a powerful opportunity, the adventurers sought a means of using the newfound vessel. To that end they sought out two local specialists. One was a wizard and weaver, a person who knew how to create a flying carpet. In this case, however, they hired him to imbue that magic into canvas—flying sails. They also found a sea witch. She had long demonstrated the ability to harness the power of the winds in a knotted cord. By increasing the scale, she crafted rigging for the vessel. With all of these elements combined, the aethership could really fly.

Required Items
These are the magical items without which aetherial travel is not possible.

Solar Vessel
Aura strong transmutation; CL 3rd
Slot NA; Price* 50,000 gp; Weight NA
Description
Each of these vessels looks similar to other craft of their size, except that they are engraved with symbols and incantations sacred to the God of the Sun. They come in different sizes, such as the small dhow or fishing boat, the medium sloop, the large junk and the huge galleon or merchantman. In addition to being able to levitate, they exude a comfortable warmth that protects against the cold of the aether. Additionally, each is connected magically to an orb that the pilot uses to steer the vessel.
Construction
Requirements Craft Wondrous Item; continual flame, levitate; Cost* 25,000 gp

Flying Sails
Aura strong transmutation; CL 5th
Slot NA; Price* 25,000 gp; Weight NA
Description
These canvas sheets are imbued with the same magical energies as are flying carpets, except that they are designed to be carried by ships. They provide one half of the locomotive force for the aethership, along with impetus for maneuvering.
Construction
Requirements Craft Wondrous Item; fly; Cost* 12,500 gp

Wind Cordage
Aura strong transmutation; CL 9th
Slot NA; Price* 25,000 gp; Weight NA
Description
These ropes, connected to the aethership's sails, are tied with knots that harness the power of the winds. In addition to contributing to the vessel's mobility, they provide a fresh supply of air to those traveling aboard it.
Construction
Requirements Craft Wondrous Item; control winds; Cost* 12,500 gp

Orb of Control
Aura strong transmutation; CL 11th
Slot NA; Price* 12,500 gp; Weight 2 lbs.
Description
This small sphere, crafted from the same wood as the ship with which it is connected, allows its wielder to steer the movements of that vessel. It is sized to fit into the captain's hand, but grows or shrinks to fit the individual.
Construction
Requirements Craft Wondrous Item; animate object; Cost* 6,250 gp

*Note that these items are purchased together; it is not effective to purchase three or fewer of the four requisites when attempting aetherial travel.