Bob Aberton
First Post
Welcome to Deep Water and Shoals - A Swashbuckling Campaign .
This campaign is run my myself, Bob Aberton, and will be co-DMed by saFire, whom you probably know as the lone player in my Elfblood Wanderers Campaign.
I will post at least once a day, and probably more often. I expect any players also to post at least once a day. If you cannot post once a day for whatever reason (illness, vacation, etc. etc.), please inform me via email that you won't be posting for whatever length of time. My email is thehermit246@msn.com
NO SPAM!!
I'll need at least two players, preferably four to six, for this game. Sign-ups begin now.
Player 1: dead_radish
Player 2: Tonguez
Player 3: Xael
Player 4: garyh
Player 5: kenjib
Player 6: Yellow Sign
Player 7: Uriel_fire_of_heaven
Setting
The campaign will be set in a homebrew of mine. The gaming will be primarily water-based (that is, shipboard), although there will be plenty of land as well. Remember, however, that this IS a seafaring campaign. The setting is not too developed in my mind yet, I will post setting details in a later post.
Clerics can worship Oceanus (CN deity of storms, the ocean, and fish; Domains Water, Chaos, Luck, and Destruction) or Davy Jones, as in "Davy Jone's locker" (NE deity of secrets, drowned men, and death in general; Domains Water, Trickery, and Death), or Calypso (NG deity, protector of ships and seafarers, and navigation; Domains Knowledge, Water, Seafaring, and Healing).
If you want your character to have domains other than the ones listed here, your character can worship any number of "cult" gods, which I haven't fully fleshed out yet. Contact me if you want your character to worship a "cult god."
The technology level will be Rennaissance-ish, late 17th to early 18th century type technology. Gunpowder weapons, such as Flintlock Muskets, Pistols, and Cannon, will be allowed. Although few items from the Core Books are disallowed, plate armor and large weapons (reach weapons, greatswords, greataxes, etc.) are discouraged as they tend to be at a disadvantage on shipboard. Take a claymore if you like, but don't be surprised if it tangles in the rigging. Wear plate armor if you like, but don't be surprised if it sinks you. Bows and arrows are discouraged but not disallowed. Remember that they will seem a little silly in a Late Rennaissance era campaign, however.
The Magic Level will be more or less standard. I reserve the right to alter or ban one or two spells, however. Don't worry, I am not the kind of DM that enjoys screwing the players over. Fire spells on shipboard are also not a very good idea, remember.
The Gaming Style(tm) will be more roleplaying than hack 'n' slash. There will be a fair amount of combat (what swashbuckling campaign worth the title "swashbuckling doesn't involve combat?), but do not expect to be thrown buckets and buckets of cannon-fodder pirates to kill every session. I feel that it is possible for roleplaying to peacefully coexist with "hack n slash," and I do not feel that combat necessarily precludes good roleplaying.
There will be XP given out for good roleplaying. I will use my personal judgement on how big the awards are, but the closer In-Character you are, the more XP awards will come your way.
Character Creation
Stats will be determined by a roll (4d6 drop the lowest).
All of the core classes will be allowed.
Characters will start at 3rd level.
Be aware that there are certain useful skills in this campaign not listed in the PHB. Skills such as Profession: Artillerist(Int, trained only), Profession: Navigator(Int, trained only), Profession: Pilot (Int), and Profession: Sailor will see a lot of use. You may choose two of these skills to add to your character's list of class skills (regardless of character class).
All core feats, spells, and prestige classes are fine by me. Non-core spells, feats, and prestiges classes, I prefer you email me the specifics. I will most likely allow whatever you send for me for DM approval unless it is painfully and obviously out of balance.
All core races are allowed, and any races with an ECL of +1 are also allowed. Non-core races and races with and ECL of greater than +1 will have to be okayed by me (like in the previous paragraph, I will probably allow anything sent to me for approval unless it is painfully and obviously out of balance).
Any other questions? I will be using Broadsides! by Living Imagination as my Swashbuckling sourcebook, incidentally.
This campaign is run my myself, Bob Aberton, and will be co-DMed by saFire, whom you probably know as the lone player in my Elfblood Wanderers Campaign.
I will post at least once a day, and probably more often. I expect any players also to post at least once a day. If you cannot post once a day for whatever reason (illness, vacation, etc. etc.), please inform me via email that you won't be posting for whatever length of time. My email is thehermit246@msn.com
NO SPAM!!

I'll need at least two players, preferably four to six, for this game. Sign-ups begin now.
Player 1: dead_radish
Player 2: Tonguez
Player 3: Xael
Player 4: garyh
Player 5: kenjib
Player 6: Yellow Sign
Player 7: Uriel_fire_of_heaven
Setting
The campaign will be set in a homebrew of mine. The gaming will be primarily water-based (that is, shipboard), although there will be plenty of land as well. Remember, however, that this IS a seafaring campaign. The setting is not too developed in my mind yet, I will post setting details in a later post.
Clerics can worship Oceanus (CN deity of storms, the ocean, and fish; Domains Water, Chaos, Luck, and Destruction) or Davy Jones, as in "Davy Jone's locker" (NE deity of secrets, drowned men, and death in general; Domains Water, Trickery, and Death), or Calypso (NG deity, protector of ships and seafarers, and navigation; Domains Knowledge, Water, Seafaring, and Healing).
If you want your character to have domains other than the ones listed here, your character can worship any number of "cult" gods, which I haven't fully fleshed out yet. Contact me if you want your character to worship a "cult god."
The technology level will be Rennaissance-ish, late 17th to early 18th century type technology. Gunpowder weapons, such as Flintlock Muskets, Pistols, and Cannon, will be allowed. Although few items from the Core Books are disallowed, plate armor and large weapons (reach weapons, greatswords, greataxes, etc.) are discouraged as they tend to be at a disadvantage on shipboard. Take a claymore if you like, but don't be surprised if it tangles in the rigging. Wear plate armor if you like, but don't be surprised if it sinks you. Bows and arrows are discouraged but not disallowed. Remember that they will seem a little silly in a Late Rennaissance era campaign, however.
The Magic Level will be more or less standard. I reserve the right to alter or ban one or two spells, however. Don't worry, I am not the kind of DM that enjoys screwing the players over. Fire spells on shipboard are also not a very good idea, remember.
The Gaming Style(tm) will be more roleplaying than hack 'n' slash. There will be a fair amount of combat (what swashbuckling campaign worth the title "swashbuckling doesn't involve combat?), but do not expect to be thrown buckets and buckets of cannon-fodder pirates to kill every session. I feel that it is possible for roleplaying to peacefully coexist with "hack n slash," and I do not feel that combat necessarily precludes good roleplaying.
There will be XP given out for good roleplaying. I will use my personal judgement on how big the awards are, but the closer In-Character you are, the more XP awards will come your way.
Character Creation
Stats will be determined by a roll (4d6 drop the lowest).
All of the core classes will be allowed.
Characters will start at 3rd level.
Be aware that there are certain useful skills in this campaign not listed in the PHB. Skills such as Profession: Artillerist(Int, trained only), Profession: Navigator(Int, trained only), Profession: Pilot (Int), and Profession: Sailor will see a lot of use. You may choose two of these skills to add to your character's list of class skills (regardless of character class).
All core feats, spells, and prestige classes are fine by me. Non-core spells, feats, and prestiges classes, I prefer you email me the specifics. I will most likely allow whatever you send for me for DM approval unless it is painfully and obviously out of balance.
All core races are allowed, and any races with an ECL of +1 are also allowed. Non-core races and races with and ECL of greater than +1 will have to be okayed by me (like in the previous paragraph, I will probably allow anything sent to me for approval unless it is painfully and obviously out of balance).
Any other questions? I will be using Broadsides! by Living Imagination as my Swashbuckling sourcebook, incidentally.
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