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.



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


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

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

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

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



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