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
Saturday, May 31, 2014
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.
Wednesday, April 30, 2014
Strange Bedfellows
Continuing in different directions, in this post I have a link to a short adventure for the AD&D 2nd Edition rules and the Al-Qadim campaign setting. It's intended to bring together a new party of adventures, and to help develop background stories (and thus plot hooks) in doing so. It can easily be adapted for other systems and settings, of course, perhaps as a way to launch a campaign centered on the Mediterranean Sea.
Strange Bedfellows
-Nate
Strange Bedfellows
-Nate
Saturday, April 26, 2014
The Enemy of My Enemy
In previous posts I've mentioned the new angle for this blog, one that heads in a high fantasy direction. I'm still working on rewriting the final adventure for the Come Hell and High Water storyline that was lost in my hard drive crash. In the meantime, here's a link to a Pathfinder Freeport scenario that I wrote for Con of the North back in February.
The Enemy of My Enemy
-Nate
The Enemy of My Enemy
-Nate
Wednesday, March 26, 2014
Crossbones
This is just a quick note. I've been a bit frustrated of late because, without paying for cable, I haven't been able to watch any episodes of Black Sails since the premiere. I am excited to note, however, that NBC's series Crossbones is set to launch--on broadcast television, mind you--on Friday, May 30th (per the show's Facebook page). Check out the website for more information.
Crossbones
UPDATE
The site now has a trailer for the show, and it has me even more excited.
-Nate
Crossbones
UPDATE
The site now has a trailer for the show, and it has me even more excited.
-Nate
Sunday, March 23, 2014
Corsair Review
It's been a while since I last posted, due to a hard drive failure that's now been remedied. As I catch up on writing, in this post I'll start small with a book review.
Review of Corsair
I'm always on the lookout for nautical fantasy novels. Recently I've been reading a lot of non-fiction regarding piracy, but I also stumbled across a book called Corsair by Chris Bunch. All in all, I enjoyed it. It read more like a campaign condensed into one novel than like the adventure of one or a few sessions, which meant that the plot took a while to form. It also felt like it set up a sequel, sadly one that will never happen. To its credit the book had lots of action and the author was not averse to killing characters. In that way it made me think of a party of PC's traveling with their crew, engaging with enemies and knowing that not all will survive. Finally, it had plenty of seafaring detail. If you're interested, check it out.
Corsair
-Nate
Review of Corsair
I'm always on the lookout for nautical fantasy novels. Recently I've been reading a lot of non-fiction regarding piracy, but I also stumbled across a book called Corsair by Chris Bunch. All in all, I enjoyed it. It read more like a campaign condensed into one novel than like the adventure of one or a few sessions, which meant that the plot took a while to form. It also felt like it set up a sequel, sadly one that will never happen. To its credit the book had lots of action and the author was not averse to killing characters. In that way it made me think of a party of PC's traveling with their crew, engaging with enemies and knowing that not all will survive. Finally, it had plenty of seafaring detail. If you're interested, check it out.
Corsair
-Nate
Saturday, February 22, 2014
Welcome to the Party
Last weekend I had the opportunity to run some Pathfinder Freeport scenarios at Con of the North. Since they might be useful, I'll post the pre-generated characters here. In the past, when I've run games, I've given the players character sheets, but left it to them to decide upon their characters' names, personality traits and background information. This time around I provided those details, and I think it helped facilitate roleplaying and character interaction.
Here's a link to a PDF for these characters.
Pre-Generated Characters
Additionally, I should mention that these characters are based upon drawings by Claudio Pozas, as can be see here.
Claudio Pozas Pirates
-Nate
As far as other characters are concerned, Horace is a brother in arms with Uriel. Despite the fact that some Freeporters look down on the half-orc, Horace has fought back-to-back with Uriel on many occasions and has come to trust the barbarian's prowess and raw strength. Similarly, he views Konrad as a kindred spirit. Although it is unusual for a dwarf to worship Harrimast, Horace and Konrad share a love of the sea and thus have a common bond. The sorceress, Lucinda, is an enigma for him. She is beautiful and exotic, certainly, but she has also demonstrated her grit and wile in battle. Finally, while Horace doesn't always approve of Maximillian's tactics, the halfling has shown himself to be more than useful in situations that require stealth and guile instead of swashbuckling and swagger.
The barbarian is respected by his companions, if perhaps somewhat begrudgingly by Konrad. He and Horace are brothers in arms, and the half-orc has grown to appreciate the daring of the halfling Maximillian. Uriel is intrigued by Lucinda, given that she is of mixed races like he is, and--if the truth should be revealed--he is a little bit smitten with her.
It should come as no surprise that the barbarian is quite skilled in combat. His prodigious strength and his sense for natural surroundings also make him useful aboard a ship, even if it is hard for him to live in the tight spaces belowdecks.
People don't know too much about this rogue. His companions have learned that he was orphaned at a young age, and thus had to learn to fend for himself on the streets of Freeport. It was during those difficult times that Maximillian first developed a need to prove himself in the eyes of others--a compulsion that he still has to this day. He is learning to trust his fellow adventurers, however, and is coming to recognize that sometimes discretion is the better part of valor. When a deadly foe threatens his friends, however--or when there is a valuable prize to be won--he is the first to rush into harm's way.
This is not to say that the dwarf is bloodthirsty, however. Indeed, he seeks to take only from those who hoard wealth for themselves, and give it to those who are in need. He can be somewhat loose with his interpretation of need, though. Woe be it to any undead, demons or other such unholy things who cross his path, for he is a tireless foe for such monsters.
Konrad is just as quick to join a fight as he is a round of drinking or singing, almost as much as Uriel or Horace. The dwarf is fast friends with the human pirate, and the respect he is developing for the half-orc is slowly overcoming the prejudice that many of their kinds have for each other.
For one thing, the half-elf is a skilled sorceress. While not as practiced in the arcane arts as some, she is crafty enough to use her spells to aid her companions. She can charm a member of the city watch or leave a group of enemy pirates sleeping peacefully. The half-elf is a good in a fight, too, unleashing fire and other surprises upon unsuspecting foes.
What Lucinda has only shared with a select few is the fact that somewhere in her pedigree is the blood of a bronze dragon. Although she enjoys the excitement and challenge of adventuring, the sorceress hopes one day to learn more about her magical inhertiance, and perhaps even to meet the creature from whom she is descended.
Here's a link to a PDF for these characters.
Pre-Generated Characters
Additionally, I should mention that these characters are based upon drawings by Claudio Pozas, as can be see here.
Claudio Pozas Pirates
-Nate
Horace
Although there is
no specific rank and file among this band of adventurers, Horace is
the one who gives orders while aboard ship. After all, he is an
experienced and competent sailor, and he knows the water around
Freeport better than most people known the insides of their own
homes. He is also a skilled combatant, having honed his abilities
with cutlass and pistol during numerous voyages. This corsair is just
as comfortable in a tavern brawl on land as he is resisting a
boarding action on the deck of a ship at sea. It should also be noted
that he is inordinately vane when it comes to his moustache.
As far as other characters are concerned, Horace is a brother in arms with Uriel. Despite the fact that some Freeporters look down on the half-orc, Horace has fought back-to-back with Uriel on many occasions and has come to trust the barbarian's prowess and raw strength. Similarly, he views Konrad as a kindred spirit. Although it is unusual for a dwarf to worship Harrimast, Horace and Konrad share a love of the sea and thus have a common bond. The sorceress, Lucinda, is an enigma for him. She is beautiful and exotic, certainly, but she has also demonstrated her grit and wile in battle. Finally, while Horace doesn't always approve of Maximillian's tactics, the halfling has shown himself to be more than useful in situations that require stealth and guile instead of swashbuckling and swagger.
Horace
CR 2
XP NA
Male human fighter 3
CG Medium humanoid
Init +2; Senses
Perception +2
DEFENSE
AC
15, touch 13, flat-footed 12 (+2 Dex, +2 armor, +1 Dodge)
hp
27 (3d10+6)
Fort
+5, Ref +3, Will
+3
Resist
None
OFFENSE
Spd
30 ft.
Melee
Masterwork cutlass +7 (1d6+3)
Ranged
Stinger FP +5 (3d6)
Special Attacks
None
STATISTICS
Str
16, Dex 14, Con
14, Int 10, Wis
14, Cha 10
Base Atk
+3; CMB +6; CMD
18
Feats
Dodge, Improved Dodge, Point Blank Shot, Precise Shot, Weapon Focus
(cutlass)
Skills
Climb +9, Profession (sailor) +8, Swim +9
Languages
Common
SQ
None
Combat Gear
Leather armor, masterwork cutlass, 2xStinger FP pistols, ammunition,
2 pouches; 23 pp, 15 gp, 10 sp
Uriel
Life in Freeport
can be hard for a half-orc. After all, most "humanoids"--a
term which Uriel finds objectionable--are consigned to living in the
Bloodsalt district. What is more, in the aftermath of a barbarian
invasion and rioting among the orcs, an individual who combines both
elements is often regarded with distrust if not outright hostility.
Even so, Uriel works to establish his reputation as a man of honor
and a skilled combatant. While he has had success in accomplishing
the latter, the prior has proven more difficult.
The barbarian is respected by his companions, if perhaps somewhat begrudgingly by Konrad. He and Horace are brothers in arms, and the half-orc has grown to appreciate the daring of the halfling Maximillian. Uriel is intrigued by Lucinda, given that she is of mixed races like he is, and--if the truth should be revealed--he is a little bit smitten with her.
It should come as no surprise that the barbarian is quite skilled in combat. His prodigious strength and his sense for natural surroundings also make him useful aboard a ship, even if it is hard for him to live in the tight spaces belowdecks.
Uriel
CR 2
XP NA
Male half-orc barbarian 2
CG Medium humanoid (orc)
Init +0; Senses
Perception +8 (Darkvision 60 ft.)
DEFENSE
AC
14, touch 10, flat-footed 14 (+4 armor)
hp
31 (3d12+6)
Fort
+5, Ref +1, Will
+3
Resist
None
OFFENSE
Spd
40 ft.
Melee
Masterwork greatsword +8 (2d6+6)
Ranged
Longbow +3 (1d8)
Special Attacks
Power Attack, Cleave
STATISTICS
Str
18, Dex 10, Con
14, Int 10, Wis
14, Cha 10
Base Atk
+3; CMB +7; CMD
17
Feats
Cleave, Power Attack
Skills
Climb +10, Perception +8, Swim +10
Languages
Orcish, Common
SQ
Orc Blood, Orc Ferocity
Combat Gear
Chain shirt, masterwork greatsword, longbow, 20 arrows, 2 pouches; 24
pp, 12 gp, 10 sp
Maximillian
Others tend to
underestimate Maximillian because of his size, but they soon learn
better. After all, the halfling possesses a reckless sense of courage
and has enough speed to carry himself out of many dangerous
situations. Of course, there are also times when his lack of caution
requires a little outside help to remedy; happily for him, his skills
in finding and eliminating traps, along with sneaking up on enemies,
make him an indispensable member of the party--so Horace and Uriel
don't grumble too much when they have to step in and save him.
People don't know too much about this rogue. His companions have learned that he was orphaned at a young age, and thus had to learn to fend for himself on the streets of Freeport. It was during those difficult times that Maximillian first developed a need to prove himself in the eyes of others--a compulsion that he still has to this day. He is learning to trust his fellow adventurers, however, and is coming to recognize that sometimes discretion is the better part of valor. When a deadly foe threatens his friends, however--or when there is a valuable prize to be won--he is the first to rush into harm's way.
Maximillian
CR 2
XP NA
Male halfling rogue 3
CG small humanoid
Init +4; Senses
Perception +8 (Low-light vision 60 ft.)
DEFENSE
AC
18, touch 16, flat-footed 12 (+4 Dex, +2 armor, +1 size, +1 Dodge)
hp
17 (3d8)
Fort
+2, Ref +8, Will
+2
Resist
None
OFFENSE
Spd
20 ft.
Melee
Masterwork rapier +7 (1d4)
Ranged
Shortbow +6 (1d4)
Special Attacks
Sneak Attack
STATISTICS
Str
11, Dex 18, Con
10, Int 14, Wis
10, Cha 14
Base Atk
+2; CMB +3; CMD
17
Feats
Dodge, Weapon Finesse
Skills
Acrobatics +12, Bluff +8, Climb +8, Disable Device, +10, Disguise +8,
Escape Artist +10, Knowledge (local) +8, Perception +8, Sleight of
Hand +10, Stealth +10
Languages
Halfling, Common
SQ
Fearless, Halfling Luck, Keen Senses, Sure-Footed
Combat Gear
Leather aror, mastework rapier, shortbow, 20 arrows, masterwork
thieves' tools, 2 pouches; 30 pp, 17 gp, 10 sp
Konrad
Few mainlanders
would expect to see a dwarf serving aboard a ship. They've probably
never met Konrad son of Kasimir, a loyal cleric of Harrimast. He,
like his father before him, has sworn to serve the God of Pirates. In
this way he is gregarious and outgoing among manners, always amicable
to sharing drinks and food with others. All the while he preaches the
benefits of the buccaneering life: fellowship, plunder and freedom.
This is not to say that the dwarf is bloodthirsty, however. Indeed, he seeks to take only from those who hoard wealth for themselves, and give it to those who are in need. He can be somewhat loose with his interpretation of need, though. Woe be it to any undead, demons or other such unholy things who cross his path, for he is a tireless foe for such monsters.
Konrad is just as quick to join a fight as he is a round of drinking or singing, almost as much as Uriel or Horace. The dwarf is fast friends with the human pirate, and the respect he is developing for the half-orc is slowly overcoming the prejudice that many of their kinds have for each other.
Konrad
CR 2
XP NA
Male dwarf cleric 3
NG Medium humanoid
Init +); Senses
Perception +4 (Darkvision to 60 ft.)
DEFENSE
AC
14, touch 10, flat-footed 14 (+4 armor)
hp
23 (3d8+6)
Fort
+5, Ref +1, Will
+7
Resist
Details
OFFENSE
Spd
20 ft.
Melee
Masterwork heavy flail +4 (1d10+1)
Ranged
Heavy crossbow +2 (1d10)
Special Attacks
None
Domain Spell-Like Abilities
(CL 3rd):
Agile Feet, Icicle
Spells Prepared
(CL 3rd):
0th--Detect magic,
guidance, resistance, virtue; 1st--bless, divine favor, obscuring
mist; hold person, shield other, spiritual weapon (4/3+1/2+1)
STATISTICS
Str
12, Dex 10, Con
14, Int 10, Wis
18, Cha 12
Base Atk
+2; CMB +3; CMD
13
Feats
Combat Casting, Extra Channel
Skills
Heal +10, Knowledge (religion) +6
Languages
Dwarvish, Common
SQ
Channel Energy 2d6, Defensive Training, Greed, Hatred, Hardy,
Stability, Stonecunning
Combat Gear
Chain shirt, masterwork heavy flail, silver holy sumbol, healer's
kit, 2 belt pouches, heavy crossbow, 10 bolts
Lucinda
Life at sea is
often considered to be a man's world. What is more, it is frequently
a world in which brawn and physical toughness are considered to be
the most important of a person's attributes. For those reasons, it
would be easy to underestimate the value of Lucinda to her crew.
Enemies should only do so at their own risk.
For one thing, the half-elf is a skilled sorceress. While not as practiced in the arcane arts as some, she is crafty enough to use her spells to aid her companions. She can charm a member of the city watch or leave a group of enemy pirates sleeping peacefully. The half-elf is a good in a fight, too, unleashing fire and other surprises upon unsuspecting foes.
What Lucinda has only shared with a select few is the fact that somewhere in her pedigree is the blood of a bronze dragon. Although she enjoys the excitement and challenge of adventuring, the sorceress hopes one day to learn more about her magical inhertiance, and perhaps even to meet the creature from whom she is descended.
Lucinda
CR 2
XP NA
Female half-elf sorcerer 3
NG Medium humanoid
Init +2; Senses
Perception +0
DEFENSE
AC
12, touch 12, flat-footed 10 (+2 Dex)
hp
13 (3d6)
Fort
+1, Ref +3, Will
+3
Resist
None
OFFENSE
Spd
30 ft.
Melee
Heavy mace +1 (1d8)
Ranged
Light crossbow +3 (1d8)
Special Attacks
None
Spells Known
(CL 3rd):
0th--Daze, detect
magic, prestidigitation, read magic, resistance; 1st--shield,
shocking grasp, sleep
Bloodline
Draconic
STATISTICS
Str
10, Dex 14, Con
10, Int 12, Wis
10, Cha 19
Base Atk
+1; CMB +1; CMD
13
Feats
Point Blank Shot, Spell Focus
Skills
Knowledge (arcana) +7, Spellcraft +7, Use Magic Device +10
Languages
Elvish, Common, Draconic
SQ
Elf blood, elven immunities, keen senses, multitalented
Combat Gear
Heavy mace, light crosswob, 10 bolts, potion of eagle's
splendor,
potion of cat's
grace,
2 pouches
Subscribe to:
Posts (Atom)