• 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

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!!:D

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.
 
Last edited:

log in or register to remove this ad

First post! ;)

I'd love to join, as I said on the other thread.

Thoeretical character:

Malthas, Human Fighter 1/Rogue 2. Eventually heading to either the Duelist PrC, the Rake PrC (From War) or the Swashbuckler (From Quint fighter).

He'll be a classic swashbuckler - lightly armored rapier wielder (most likely), charismatic and dexy, hopefully.
 

I'm creating my character now - probably aim at a 'Navigator' Ranger/Cleric of Calypso with extra Skills Navigation and Piloting

and I'll send you the WhaleRider PrC I created to see if you like it:) (I haven't playtested it yet though:))
 

Awesome!!
Two replies already!
(Little dance of joy)

Oh, btw, my homebrew setting is already taking shape as well. Tonguez, your WhaleRider PrC sounds really cool.
 

Well...

I could join, if you don't mind not-so-expert-roleplayer (or messageboard-gamer for that matter).

Character idea at the point is:

Mr-know-it-all Rogue (lots of points in knowledge skills, "fighting" style would probably be unarmed) would be possible if you would allow the Education feat from Forgotten Realms Campaing Setting. If you don't have FRCS, the feat turns all knowledge skills as class skills and gives +1 bonus on 2 of them. If you would allow Rogue/Monk multiclassing I'd be happier, but i can manage without it.

Also, would you allow a drow? :D (I can play a human, if you don't)

That 4d6 stat determination system will kill me (My dice hate me), but maybe that character with all ability scores below 10 will be fun to play. :p

I also live in Finland, so my timezone is GMT+2 if it matters
 
Last edited:

I'm interested. A few questions:

1 - Are gunpowder weapons simple, martial, or exotic?
2 - Will you allow material from Dragon #301's Swashbuckler feature?
3 - Do you roll for our stats or do we?

I'm considering a gunpowder-based human fighter (a Musketeer basically) or maybe an elven fighter/wizard aiming at the corrected Bladesinger, available in the T&B web enhancement. If gunpowder weapons are available to bards (as either simple weapons or their choice profiency) I might do a bard, though (not sure human or elf).
 
Last edited:

We're working on getting him to buy Dragon 301 in the original thread of this - last I heard, he was looking online for it, and the stated infomation on the original post was basically "Send me anything I don't have, and I'll look it over" so I'd bet yes. ;)

And Xael: Another possible route, if you don't do the feat, is to take a level of Expert. 10 skills become class skills, including 3 exclusive skills. It's a handy thing - a rogue 2/exper 1 has a lot of skill points, and a lot of skills.
 

Count me in! I'll might play a bard, but that depends on what Gary picks. You've definitely got first shot at that Gary, and I really don't mind playing something else if you want bard. My other choice would probably be barbarian. Unusual for this millieu, yes, but I think it can work in an interesting way. I still haven't decided. :)
 

dead_radish said:

And Xael: Another possible route, if you don't do the feat, is to take a level of Expert. 10 skills become class skills, including 3 exclusive skills. It's a handy thing - a rogue 2/exper 1 has a lot of skill points, and a lot of skills.

Yes, but what would I do with the Rogue's skill points? The 10 skills are class skills only for the Expert levels. If I can't have the feat, I'll probably make an full Expert (or Expert/Monk, if allowed).
 

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.

Xael: I will allow the Educated feat. You're in if you want to be in. Btw, I don't think that the timezone thing will matter, as the requirement is merely to post once a day, at whenever time of day is the most convenient. However, my official DM post will probably occur around 8:30 PM EST, just so you know.

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.
 
Last edited:

Status
Not open for further replies.

Into the Woods

Remove ads

Top