• NOW LIVE! Into the Woods--new character species, eerie monsters, and haunting villains to populate the woodlands of your D&D games.

Deep Water and Shoals - A Swashbuckling Campaign

Status
Not open for further replies.
Bob Aberton said:
To answer some questions...

garyh:
1. You roll the stats
2. Gunpowder weapons are simple weapons, with a 5% chance of a misfire for regular pistols/muskets, and a 1% chance for masterwork pistols/muskets. If a misfire occurs, the gun simply doesn't fire, although it does then need to be reloaded before firing again.
3. All classes will have access to gunpowder weapons.

dead-radish: So where could I obtain an issue of Dragon #301?

Btw everyone, I have never run or even played in an online game before, so be patient if there are screw-ups on my part, please be understanding. I'll try to keep such screw-ups few and far between.

Sounds good. Don't worry about learning the Way of the PbP. It's not too tough. Just cruise the IC forum and you can see what it looks like.

Not sure where you live, but if it's the US, your local gaming store ought to have Dragon #301 available. Some bigger, mainstream bookstores might have it in their periodicals section as well.

Oh, and in a total reverse of my earlier ideas, I'm actually gonna go with a GNOME SORCERER. That oughta be fun :D

EDIT: One more question: Do we get standard starting gold for 3rd level PCs as per the DMG (2,700 gp)?
 
Last edited:

log in or register to remove this ad

Hello,
I would like to join if I could. I am planning on running a Sea Elf Druid if that is possible. Instead of being a forest type druid and am going for a oceanic type one. I will crunch some numbers and post a character for ya very soon.
 

Ok, I'll start banging you with questions now.

1. What books do the DM('s) own.

2. Can I play drow (either DMG or FRCS version)?

3. What about Monk multiclassing?

4. Are Instant-kill rules (I hate them) and/or clobbering used?

5. How is leveling up done?

Sorry, but I just have to know everything :D.

*Goes to roll the stats: "Good dice, nice dice, pretty dice, work please..."*
 

Yellow Sign said:
Hello,
I would like to join if I could. I am planning on running a Sea Elf Druid if that is possible. Instead of being a forest type druid and am going for a oceanic type one. I will crunch some numbers and post a character for ya very soon.

I was considering Druid (its got some good spells) but it seems too tied to a forest setting - so how do you intend to remodel it to suit?

Um just two things for DM Bob What is the Seafaring Domain? (and how does it compare to Travel? - I only have the core - core books (PHB/DMG) and can't find Seafaring))

My character concept is looking at being along the lines of a Half-orc Navigator-'Bocor' (voodoo witch doctor) So was thinking Druid/Cleric:Calypso domains Water/Seafaring* (travel) ) also I used a online Diceroller for stats and can send them to you if you like:)

and have you seen this site Septrionalis 17th Century America its got some great renaisance ideas including rules for Ships and Seafaring Classes (Crew NPC, PrC Seahawk)
 

Hey there!
(waves@Garyh)
Are there still any spots left in your crew?
I was thinking of a Dwarf Wizard (maybe with a Parrot familiar :D )
or a Gnome Rogue.
I check the boards frequently and I am able to post daily (comps@work as well).
 

Uriel_fire_of_Heaven said:
Hey there!
(waves@Garyh)
Are there still any spots left in your crew?
I was thinking of a Dwarf Wizard (maybe with a Parrot familiar :D )
or a Gnome Rogue.
I check the boards frequently and I am able to post daily (comps@work as well).

(waves@Uriel)
You'll soon see that there's really only about seven people in the IC forum. We just all play in each other's games. :D
 

Originally posted byTonguez
I was considering Druid (its got some good spells) but it seems too tied to a forest setting - so how do you intend to remodel it to suit?

I am not going to change anything in the class but just make some of the abilities and spells more Ocean based. Like Barkskin could be Scaleskin, Woodland Stride would be nice to help swim through thick kelp, my animal companion will be a sea bird, fish, or ocean mammal, I will most likely stay away from fire based spells, etc.
 

Congratulations, Yellow Sign! You are the final player! The Druid idea is a good one, but it'll take some work to make it fairly playable in a mostly shipboard campaign...

As to other questions:

Xael:
I own all the Core Books, plus Masters of the Wild and Broadsides!. My collection, as you see, is fairly small, alas.

You can play a DMG Drow, so long as it's not a ranger who wields a pair of scimitars...;) . Seriously, though, try to come up with a good backstory for a rationale for why a subterranean drow is on shipboard.

As for monk multiclassing, a monk can multiclass freely into any of the following classes: Rogue, Fighter, Ranger, Sorcerer, or Paladin. Wizard and Cleric require too much singleminded devotion to a craft alien to the monk, and Bard and Barbarian both require the character to be chaotic in alignment.

No, I'm not using Instant-Kill rules for now. I will see how it goes and then warn everyone if I think they are a good idea or not. But they are not being used for now, or the forseeable future.
Clobbering rules, on the other hand, will be used.

Levelling-up is done when the character has enough experience & free time. Each level up will need at least a few day's down time for training. Right now, I would say 4 days down time for levelling-up. However, like with Instant-Kill rules, we'll play a while, and then I'll consider whether or not I need to change the rules for levelling-up.

Good luck with the dice, Xael:) I hope you don't mind my continuous "we'll play some and then see" approach to the rules, but that's sort of my style as DM.

Tonguez:

As to what the Seafaring domain is, it's a homebrew of mine, sort of like travel, but more ship-oriented than Teleport-oriented, if you know what I mean. Here it is for what your perusal:

Deities: Calypso
Granted Power: Profession: Pilot, Profession: Sailor, and Profession: Navigator are all class skills. Once per day, you may reroll any one skill check from one of the above three skills.

Seafaring Domain Spells
1 Starlight
2 Enhance Crew
3 Fathom
4 Mend Ship
5 Determine Location
6 Curse Voyage
7 Right Ship
8 Riverstream
9 Calypso's Blessing*

*Custom spell

Calypso's Blessing
Conjuration
Level: Clr 9
Components: V,S,M
Range: Touch
Target: one ship
Duration: Permanent
Saving Throw: None
Spell Resistance: No

When a priest or priestess of Calypso casts this spell, they imbue Calypso's blessing in one vessel permanently. This blessing has the following effects:
The ship's top speed increases by 4 knots
The ship's maneuverability class increases by one (thus maneuverability class E becomes maneuverability class D, for example)
The ship's captain and crew gain a +4 luck bonus to all Profession: Sailor, Profession: Pilot, and Profession: Navigator checks while on shipboard.

The Material component for the spell is a bottle of blessed seawater (holy water), which is poured over the bow of the ship when the blessing is given.

Your character concept sounds really cool, Tonguez. And thanks for the link, as well. If you have the stats finished, by all means, send them to me.

Btw, everyone, all the spells from the Seafaring domain are from Broadsides. If you do not have the book, I will send you the specifics on the spells and things that I have taken from the book.
 

Oops, sorry, Uriel, didn't see your post...

Well, heck, why not. But as of now, 7 player is THE limit. Anyone else reading this, I'm sorry, but the game is full.
 

Yay! :D

My rolls:

6 (-2) Strength
14 (+2) Wisdom
14 (+2) Intelligence (16 as a drow)
12 (+1) Dexterity (14 as a drow)
5 (-3) =Probably Constitution... (If I make a drow it's 3!)
11 (-) Charisma (DMG/MM version drow= 9, FRCS drow=13)

Ability modifiers (before drow adjustments) come to 0 (2+2+1-2-3=0).

I love my dice.

Starting game with 2 or 3 HP!

:cool:
 
Last edited:

Status
Not open for further replies.

Into the Woods

Remove ads

Top