Friday, July 3, 2015

Aetherial Longboat

Here's an aetherial longboat, small enough to be carried aboard other aetherships for shore parties, emergency evacuation and the like. 

-Nate


Longboats
While most locations in space are outfitted with jutting docks so that even the largest vessels can tie up with relatively little difficulty, it can still be nice for aetherships to carry a smaller, more maneuverable craft. That's why an enterprising individual developed the longboat.



Type of Ship Solar Vessel Flying Sails Wind Cordage Orb of Control Total
Longboat 2500 gp 1250 gp 1250 gp 625 gp 5625 gp

Longboat
Huge space vehicle
Squares 8 (7½ ft. by 20 ft.); Cost 5625 gp
DEFENSE
AC 2; Hardness 5
hp 120 (59)
Base Save +0
OFFENSE
Maximum Speed 90 ft. (magical); Acceleration 30 ft. (magical)
CMB +1; CMD 13
Ramming Damage 1d8
DESCRIPTION
This boat has a small step-up mast and oarlocks for when it is used on the water.

Propulsion magic (1 mast, 15 squares of sails, 75 hp)

Driving Check Profession (pilot)

Forward Facing the boat's forward

Driving Device orb of control

Driving Space the square or squares occupied by the pilot with the orb of control

Crew 1 + 6 passengers (or 200 lbs. cargo per passenger space)

Decks 1

Weapons None



Thursday, July 2, 2015

Crossroads PDF

Presented here is the last bit of information for the Crossroads asteroid colony, including adventure hooks. There's also a link to the entire document as a PDF in my Dropbox.

-Nate


Crossroads PDF


10. The Tunnels
Those who are familiar with the history of Crossroads know that the asteroid was once mined by dwarves, but they sold it to Luciano Reda after the veins of ore stopped producing. What most people don't know, however, is that those mines aren't entirely empty. There are rats, of course; that's no surprise, but other, deadlier things lurk here, too. The exact nature of what's inside is left for the GM to develop.


Adventure Hooks for Crossroads
There are many ways in which this asteroid colony can be worked into space fantasy adventures and campaigns; just a few of the possibilities are listed here.
  • When the powers that be discover the monsters inhabiting the tunnels beneath Crossroads, they seek a band of adventurers who can deal with the problem.
  • The dwarves who sold the asteroid to Luciano Reda still work out in the belt; when space pirates begin jumping their claims, they turn to the people of Crossroads for help.
  • A rowdy ship's crew in port—such as the orc hunters—brings plenty of boisterous celebration, but such a raucous mood could also lead to violence.
  • Should one of the PCs anger a cavalier of the Order of the Lion, that individual might challenge said character to a duel.
  • When an aethership crashes during its approach of the Crossroads docks, the PCs could be called in to help find survivors; the matter also begs the question of just what it was that caused the ship to crash.
  • The settlement could be attacked by lunarmas, or visited by brethedans or mi-go.
  • One of the locals has an enemy who decides to attack the settlement's elemental obelisk, thereby forcing an evacuation of the facility.




Wednesday, July 1, 2015

Encounters for Pirates of the Spanish Main

Presented here is a link to a short PDF with encounters for Pirates of the Spanish Main.

PotSM Encounters

-Nate


Sunday, June 21, 2015

Idle Hands Do the Devil's Work

Following up on "Not All Who Wander Are Lost" is a short scenario involving a raid on a Spanish pearl fleet.

Idle Hands Do the Devil's Work

-Nate


Thursday, June 18, 2015

Not All Who Wander Are Lost

Here's a link to another Pirates of the Spanish Main adventure, "Not All Who Wander Are Lost." It builds directly on the events of "Not All That Glitters Is Golden," but can also be run as a standalone scenario.

Not All Who Wander Are Lost

-Nate


Wednesday, May 27, 2015

MisCon 2015

I'm not good about taking pictures. Happily, somebody who works for MisCon (in Missoula, Montana) is better at it than I. This is taken of my Sunday morning/afternoon round, a scenario called "No Honor Among Thieves." I had eight players sign up for five slots, so my brother Nick acted as shotgun GM, we doubled up a couple of characters and went ahead with a big party.

The Ship of the Dead, by the way, is Nick's work.

For more information about MisCon, check out their website and Facebook page.

MisCon Website

MisCon Facebook

-Nate





Monday, May 18, 2015

More of Crossroads

After some technology-related delay, here are a few more area descriptions for the asteroid colony known as Crossroads.



7. Typical Homes
A typical home in the Crossroads colony is a simple affair. It has a common room (A) which is furnished with a table and chairs, along with a hearth for heating water and cooking meals. There is usually one larger bedroom (B) for the parents, along with smaller ones (C) for the children. All have beds, of course, but the larger bedroom boasts a wardrobe, while the smaller ones might have storage trunks. Finally, there is often a storage room (D) that can be used for other purposes as needed.

Unusual Inhabitants
Populating the Crossroads colony provides the GM with a good opportunity to introduce characters of unusual races into adventures. As such, here's a list of suggestions.

Bestiary / Creature
1 / Aasimar
1 / Lizardfolk
1 / Tengu
1/ Tiefling
2 / Fetchling
2 / Ifrit
2 / Oread
2 / Sylph
2 / Undine
3 / Catfolk
3 / Kappa
3 / Ratfolk
3 / Vanara
4 / Kitsune




8. The Obelisk
The center of life in the colony, albeit one that might easily be overlooked, is the elemental obelisk that provides warmth, breathable atmosphere and gravity to the asteroid city. This one stands in the middle of the grove, surrounded by a fence for protection—but nobody in one's right mind would try to damage this important structure. Right?


9. The Grove
As life continues to develop on this island in the void, this grove is a notable development. In addition to more common deciduous and coniferous trees, there are also some that bear fruit. It is all part of the druid Maelyrra's plan to turn this into a self-sufficient colony with its own recurring flora.

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

Born and raised in the embrace of the sea, the elf druid Maelyrra considered herself a protector of the waters and the plants and animals that inhabit it. To that end she spent most of her time in the form of an orca, traveling with her dolphin companion and bringing comfort to animals in need. She considers violence to be abhorrent, except for that which is required to survive per the natural order of the world. Her life changed drastically, however, when she found the corpse of an oma floating dead in the water, killed by an orc whaling crew. When another oma—the mate of the deceased—appeared in the air, seeking it, she realized that her mission had taken on a much broader scope. Eventually her travels led her to Crossroads, where she works to create a livable biosphere while also looking out for the orcs that killed the oma.