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Privateers in Minrothad... Ok Pirates Pathfinder rules/OD&D Mystara Setting
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<blockquote data-quote="Graywolf-ELM" data-source="post: 7454865" data-attributes="member: 16236"><p><strong>Murder at Sea</strong></p><p></p><p><em>Note- that Seawell map above was used 180 degrees, as it was on the west coast of North Island.</em></p><p></p><p> As the party was finishing off the Goblin pirates ashore, the Ocean's Ghost took on 2 small Goblin pirate ships, and sank them. The Swashbuckling Captain could be seen swinging aboard the 1st Goblin ship and running through the Goblin Captain. After clearing up the mystery of the transport ships, the Ocean's Ghost headed to Cove Harbor, the hidden port for Pirate Ships, to sell off the unneeded supplies that were recovered from the Goblins. The crew had some shore leave here, as there was quite a bit of gold divided up.</p><p></p><p>We have a Bard in the party, he wrote a song about it.</p><p></p><p></p><p> 2 days were taken to dispose of the goblins, dig up the treasure and get it all back to the ship. 1 day to sail down and notify the town of the lack of lighthouse managers. after the ship sails down to the SouthEast to the port of Cove Harbor 2 day travel due to weather. 3 days to sell the treasure. Treasure was sold here, due to the nature of it all, and need for supplies at the Cove. The line was long to collect pay from the quartermaster and then shore leave is possible to all of you, as it is well known that men at sea need to come ashore to spend their loot. Cove harbor has just about anything a sailor could want. Located at Fire Island, the location is not known by the rest of Minrothad.</p><p></p><p>8 days total:</p><p></p><p>The ship is going to be in port for another week. </p><p></p><p>At this point I had been going through old resources I had on hand, and other available resources online. I found an old module L2 The Assassins Knot, and thought about a little mystery for these pirates to solve. What I did not want to do, was force them to handle land adventures, when they had worked on creating Pirate characters. So I came up with an adventure of my own. <strong>Murder on the Ocean</strong> Mostly it was an encounter name, but as this is the Sea of Dread, I have changed it to <strong>Murder at Sea</strong> and attached.</p><p></p><p></p><p></p><p>I picked the Halfling Vigilante, Bas, almost tailored it for his character, due to a comment he made at the previous session, that I can't remember now. I told his player, 'You wake to the sound, smek, smek, smek, and someone yelling "YOU KILLED ARTY" you can feel small hands raining punches down upon your face and shoulders.' We roleplayed this part and the 1st mate being called in. However with the nasty storm going on, the captain sick, and the healer busy with him, there was no time for the command staff to investigate. the 1st mate allowed the party to investigate, Bas to clear himself, and the others to ensure that it was done fairly.</p><p></p><p></p><p><strong>Alton Greenbottle</strong></p><p>Male Halfling; Small Humanoid ( Halfling ) Rogue3 Illusionist1 </p><p><strong>Hit Dice</strong>: (3d8)+(1d6) </p><p><strong>Hit Points</strong>: 24 </p><p><strong>Initiative</strong>: +4 </p><p><strong>Speed</strong>: Walk 20 ft. </p><p><strong>AC</strong>: 17 (touch 15, flatfooted 13) </p><p><strong>Attacks</strong>: *Dagger +1 (Small/Deadly) +9; *Dagger +1 (Small/Deadly/Thrown) +9; *Dagger, Punching +1 (Small) +8; </p><p><strong>Damage</strong>: *Dagger +1 (Small/Deadly) 1d3+2; *Dagger +1 (Small/Deadly/Thrown) 1d3+1; *Dagger, Punching +1 (Small) 1d3+1; </p><p><strong>Vision: Face / Reach</strong>: 5 ft. / 5 ft. </p><p><strong>Special Attacks</strong>: Bleeding Attack, Sneak Attack </p><p><strong>Special Qualities</strong>: Arcane Bond, Arcane School, Bonded Object, Bonus Critical Confirmation (Halfling Weapons) (3x), Cantrips, Evasion, Fearless, Halfling Luck, Illusion School, Keen Senses, Sure-Footed, Trapfinding, Trap Sense, Water Opposition School, Weapon Familiarity, Wood Opposition School </p><p><strong>Saves</strong>: Fortitude: +2, Reflex: +8, Will: +5 </p><p><strong>Abilities</strong>: STR 13 (+1), DEX 18 (+4), CON 11 (+0), INT 15 (+2), WIS 12 (+1), CHA 11 (+0) </p><p><strong>Skills</strong>: </p><p></p><p><strong>Feats</strong>: Scribe Scroll, Weapon Finesse, Weapon Focus (Dagger) </p><p>Challenge Rating: 3 </p><p>Alignment: N </p><p><strong> Possessions</strong>: Amulet of Natural Armor +2; Dagger +1 (Small/Deadly); Dagger, Punching +1 (Small); Quick Runner's Shirt; Spellbook (Wizard's/Blank); </p><p></p><p><strong>Wizard - Spells per Day</strong>: (3+0/2+1/0/0/0/0/0/0/0/ DC:12 + spell level); Known: Level 0: Acid Splash, Bleed, Mage Hand Level 1: Air Bubble, Blurred Movement, Forced Quiet</p><p></p><p>Full .pdf of Alton, and Murder at Sea attached. Map of the ship is previously posted.</p></blockquote><p></p>
[QUOTE="Graywolf-ELM, post: 7454865, member: 16236"] [b]Murder at Sea[/b] [I]Note- that Seawell map above was used 180 degrees, as it was on the west coast of North Island.[/I] As the party was finishing off the Goblin pirates ashore, the Ocean's Ghost took on 2 small Goblin pirate ships, and sank them. The Swashbuckling Captain could be seen swinging aboard the 1st Goblin ship and running through the Goblin Captain. After clearing up the mystery of the transport ships, the Ocean's Ghost headed to Cove Harbor, the hidden port for Pirate Ships, to sell off the unneeded supplies that were recovered from the Goblins. The crew had some shore leave here, as there was quite a bit of gold divided up. We have a Bard in the party, he wrote a song about it. 2 days were taken to dispose of the goblins, dig up the treasure and get it all back to the ship. 1 day to sail down and notify the town of the lack of lighthouse managers. after the ship sails down to the SouthEast to the port of Cove Harbor 2 day travel due to weather. 3 days to sell the treasure. Treasure was sold here, due to the nature of it all, and need for supplies at the Cove. The line was long to collect pay from the quartermaster and then shore leave is possible to all of you, as it is well known that men at sea need to come ashore to spend their loot. Cove harbor has just about anything a sailor could want. Located at Fire Island, the location is not known by the rest of Minrothad. 8 days total: The ship is going to be in port for another week. At this point I had been going through old resources I had on hand, and other available resources online. I found an old module L2 The Assassins Knot, and thought about a little mystery for these pirates to solve. What I did not want to do, was force them to handle land adventures, when they had worked on creating Pirate characters. So I came up with an adventure of my own. [B]Murder on the Ocean[/B] Mostly it was an encounter name, but as this is the Sea of Dread, I have changed it to [B]Murder at Sea[/B] and attached. I picked the Halfling Vigilante, Bas, almost tailored it for his character, due to a comment he made at the previous session, that I can't remember now. I told his player, 'You wake to the sound, smek, smek, smek, and someone yelling "YOU KILLED ARTY" you can feel small hands raining punches down upon your face and shoulders.' We roleplayed this part and the 1st mate being called in. However with the nasty storm going on, the captain sick, and the healer busy with him, there was no time for the command staff to investigate. the 1st mate allowed the party to investigate, Bas to clear himself, and the others to ensure that it was done fairly. [B]Alton Greenbottle[/B] Male Halfling; Small Humanoid ( Halfling ) Rogue3 Illusionist1 [B]Hit Dice[/B]: (3d8)+(1d6) [B]Hit Points[/B]: 24 [B]Initiative[/B]: +4 [B]Speed[/B]: Walk 20 ft. [B]AC[/B]: 17 (touch 15, flatfooted 13) [B]Attacks[/B]: *Dagger +1 (Small/Deadly) +9; *Dagger +1 (Small/Deadly/Thrown) +9; *Dagger, Punching +1 (Small) +8; [B]Damage[/B]: *Dagger +1 (Small/Deadly) 1d3+2; *Dagger +1 (Small/Deadly/Thrown) 1d3+1; *Dagger, Punching +1 (Small) 1d3+1; [B]Vision: Face / Reach[/B]: 5 ft. / 5 ft. [B]Special Attacks[/B]: Bleeding Attack, Sneak Attack [B]Special Qualities[/B]: Arcane Bond, Arcane School, Bonded Object, Bonus Critical Confirmation (Halfling Weapons) (3x), Cantrips, Evasion, Fearless, Halfling Luck, Illusion School, Keen Senses, Sure-Footed, Trapfinding, Trap Sense, Water Opposition School, Weapon Familiarity, Wood Opposition School [B]Saves[/B]: Fortitude: +2, Reflex: +8, Will: +5 [B]Abilities[/B]: STR 13 (+1), DEX 18 (+4), CON 11 (+0), INT 15 (+2), WIS 12 (+1), CHA 11 (+0) [B]Skills[/B]: [B]Feats[/B]: Scribe Scroll, Weapon Finesse, Weapon Focus (Dagger) Challenge Rating: 3 Alignment: N [B] Possessions[/B]: Amulet of Natural Armor +2; Dagger +1 (Small/Deadly); Dagger, Punching +1 (Small); Quick Runner's Shirt; Spellbook (Wizard's/Blank); [B]Wizard - Spells per Day[/B]: (3+0/2+1/0/0/0/0/0/0/0/ DC:12 + spell level); Known: Level 0: Acid Splash, Bleed, Mage Hand Level 1: Air Bubble, Blurred Movement, Forced Quiet Full .pdf of Alton, and Murder at Sea attached. Map of the ship is previously posted. [/QUOTE]
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