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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: 7469688" data-attributes="member: 16236"><p><strong>First combat at Sea - Ierendi Pirate ship</strong></p><p></p><p>One of the things I included in the attachment, but not in the update for <strong>Murder at Sea</strong>, There were 3 passengers, with Alton dead, and the Sea Elf reaching his final destination, that left the Dwarf, who was headed on to Stronghold at Fortress Island.</p><p></p><p></p><p>Higbull Ironborn, has paid another 20gp for the trip to Stronghold. The Ocean's Ghost was heading there as a next stop, on paper, to deliver goods to Stronghold, but by design of the Guildmaster of Privateers, to investigate an Ierendi pirate ship which was bothering Minrothad ships, near Cape West. Ierendi is the Island nation to the West of Minrothad.</p><p></p><p>I set things up, so that the Captain of the ship would check in twice a day, at noon, and at midnight, with the Guildmaster back at Cove Harbor. This is done with a magic item I will reveal later on. The Captain recieved word to investigate the pirate ship, which gives the party their first combat at sea against a competing pirate ship.</p><p></p><p>[ATTACH]99774[/ATTACH]</p><p></p><p></p><p>Below is the Pirate stat block, and the Pirate ship, only slightly modified from the example on <a href="http://www.d20pfsrd.com" target="_blank">www.d20pfsrd.com</a> I had the command crew set to fight command crew at the rear of the ship, and played acrobatics checks, and when a character fell in the water, swim checks and climb checks to get out of the water. I would have the DC's prepared ahead of time for these, just to make the flow a little quicker, or link to the rule. I tend to DM with my laptop open, with tabs open to rules all over the place/ as needed. A quick reference ahead of time for common things would have kept the encounter flowing a bit better.</p><p></p><p>I used as many pirates as necessary to give the party a challenge, and ended up awarding a CR4 encounter for this. The Captain Alturus disarmed the other captain around round 10, and the crew surrendered, knowing they would be dropped off at the nearest land, and able to be picked up or acquire transportation. This is a standard way of treating a captured vessel in Minrothad. If the party looked to see what the command crew was up to, the Captain is a swashbuckler and I improvised actions occurring away from the party. If it helps, you can pre-write a few actions by the command crew. I had Silence cast upon the ships sorcerer, and the Captain swinging across, with a double somersault to the deck, with his Monkey trailing behind.</p><p></p><p>Funny enough the party cleric missed his roll to cross the boarding plank between ships, and spent the encounter trying not to drown, and climb out of the water.</p><p>[ATTACH=full]115551[/ATTACH]</p><p>Art by Bo King - "Harry's Great Fall"</p><p></p><p><strong>Generic Pirate Stat Block</strong></p><p>XP 200 each</p><p>Male or female warrior 2</p><p>Medium humanoid</p><p>Init +2; Senses Perception +1</p><p>AC 12, touch 12, flat-footed 10 (+2 Dex)</p><p>hp 11 each (2d10)</p><p>Fort +3, Ref +2, Will –1</p><p>Speed 30 feet</p><p>Melee cutlass +3 (1d6+1/18–20) or</p><p>dagger +3 (1d4+1/19–20) or</p><p>sap +3 (1d6+1 nonlethal)</p><p>Ranged dagger +4 (1d4+1/19–20) or</p><p>throwing axe +4 (1d6+1)</p><p>Str 13, Dex 14, Con 11, Int 10, Wis 9, Cha 8</p><p>Base Atk +2; CMB +3; CMD 15</p><p>Feats Athletic, Skill Focus (Profession [sailor])</p><p>Skills Climb +7, Intimidate +4, Perception +1, Profession (sailor) +6, Stealth +3, Swim +7</p><p>Languages Common</p><p>Other Gear throwing axe, cutlass, dagger, sap, basic pirate clothes, personal effects such as cheap earrings, leather belt, lucky rabbit’s foot, hat with a parrot feather plume, etc.</p><p>TACTICS</p><p>During Combat Pirates fight according to their loyalties. They always look out for themselves first, but aid those they are helpful to next.</p><p>Morale A pirate withdraws from combat when reduced to 6 hit points or fewer, and flees when reduced to 3 hit points or fewer.</p><p>The cutlass appears in Pirates of the Inner Sea.</p><p></p><p><strong>Ierendi Pirate Ship</strong></p><p>DESCRIPTION</p><p>Pirate brig (sailing ship)</p><p>Colossal ship</p><p>Squares 3 (30 ft. by 100 ft.); Cost 14,500 gp</p><p>Init +8</p><p>DEFENSE</p><p>AC 16; Hardness 5</p><p>hp 1,620 (sails 240)</p><p>Base Save +13</p><p>OFFENSE</p><p>Maximum Speed 90 ft. (wind); Acceleration 30 ft.</p><p>Ranged 6 light ballistae +10 (3d8), 4 light catapults +15 (4d6)</p><p>CMB +22; CMD 32</p><p>Ramming Damage 10d8</p><p>STATISTICS</p><p>Propulsion wind or current</p><p>Sailing Check Profession (sailor)</p><p>Control Device steering wheel</p><p>Means of Propulsion 60 squares of sails (two masts)</p><p>Decks 3</p><p>Cargo/Passengers 150 tons/120 passengers</p><p>CREW</p><p>Captain: NE female human rogue [pirate] 5/deep sea pirate 6</p><p>Other Crew CN female dwarf bard [sea singer] 5</p><p>First Mate CN male human sorcerer 8</p><p>CN male human rogue 2</p><p>NE female half-orc barbarian 6</p><p>N male human rogue [knife master] 6</p><p>45 pirate cutthroats (CE human fighter 6)</p><p>EQUIPMENT</p><p>Armaments 6 light ballistae (port and starboard) with 200 light ballista bolts; 4 light catapults (fore and aft) with 50 light catapult stones and 10 alchemist’s fire canisters</p><p>Modifications ram, rapid-deploy sails, silk sails, 2 smuggling compartments</p><p>Cargo 4 points of plunder</p><p></p><p>- Please see the first post in this thread for attributions.</p></blockquote><p></p>
[QUOTE="Graywolf-ELM, post: 7469688, member: 16236"] [B]First combat at Sea - Ierendi Pirate ship[/B] One of the things I included in the attachment, but not in the update for [B]Murder at Sea[/B], There were 3 passengers, with Alton dead, and the Sea Elf reaching his final destination, that left the Dwarf, who was headed on to Stronghold at Fortress Island. Higbull Ironborn, has paid another 20gp for the trip to Stronghold. The Ocean's Ghost was heading there as a next stop, on paper, to deliver goods to Stronghold, but by design of the Guildmaster of Privateers, to investigate an Ierendi pirate ship which was bothering Minrothad ships, near Cape West. Ierendi is the Island nation to the West of Minrothad. I set things up, so that the Captain of the ship would check in twice a day, at noon, and at midnight, with the Guildmaster back at Cove Harbor. This is done with a magic item I will reveal later on. The Captain recieved word to investigate the pirate ship, which gives the party their first combat at sea against a competing pirate ship. [ATTACH alt="ToStronghold.PNG"]99774[/ATTACH] Below is the Pirate stat block, and the Pirate ship, only slightly modified from the example on [URL='http://www.d20pfsrd.com']www.d20pfsrd.com[/URL] I had the command crew set to fight command crew at the rear of the ship, and played acrobatics checks, and when a character fell in the water, swim checks and climb checks to get out of the water. I would have the DC's prepared ahead of time for these, just to make the flow a little quicker, or link to the rule. I tend to DM with my laptop open, with tabs open to rules all over the place/ as needed. A quick reference ahead of time for common things would have kept the encounter flowing a bit better. I used as many pirates as necessary to give the party a challenge, and ended up awarding a CR4 encounter for this. The Captain Alturus disarmed the other captain around round 10, and the crew surrendered, knowing they would be dropped off at the nearest land, and able to be picked up or acquire transportation. This is a standard way of treating a captured vessel in Minrothad. If the party looked to see what the command crew was up to, the Captain is a swashbuckler and I improvised actions occurring away from the party. If it helps, you can pre-write a few actions by the command crew. I had Silence cast upon the ships sorcerer, and the Captain swinging across, with a double somersault to the deck, with his Monkey trailing behind. Funny enough the party cleric missed his roll to cross the boarding plank between ships, and spent the encounter trying not to drown, and climb out of the water. [ATTACH type="full"]115551[/ATTACH] Art by Bo King - "Harry's Great Fall" [B]Generic Pirate Stat Block[/B] XP 200 each Male or female warrior 2 Medium humanoid Init +2; Senses Perception +1 AC 12, touch 12, flat-footed 10 (+2 Dex) hp 11 each (2d10) Fort +3, Ref +2, Will –1 Speed 30 feet Melee cutlass +3 (1d6+1/18–20) or dagger +3 (1d4+1/19–20) or sap +3 (1d6+1 nonlethal) Ranged dagger +4 (1d4+1/19–20) or throwing axe +4 (1d6+1) Str 13, Dex 14, Con 11, Int 10, Wis 9, Cha 8 Base Atk +2; CMB +3; CMD 15 Feats Athletic, Skill Focus (Profession [sailor]) Skills Climb +7, Intimidate +4, Perception +1, Profession (sailor) +6, Stealth +3, Swim +7 Languages Common Other Gear throwing axe, cutlass, dagger, sap, basic pirate clothes, personal effects such as cheap earrings, leather belt, lucky rabbit’s foot, hat with a parrot feather plume, etc. TACTICS During Combat Pirates fight according to their loyalties. They always look out for themselves first, but aid those they are helpful to next. Morale A pirate withdraws from combat when reduced to 6 hit points or fewer, and flees when reduced to 3 hit points or fewer. The cutlass appears in Pirates of the Inner Sea. [B]Ierendi Pirate Ship[/B] DESCRIPTION Pirate brig (sailing ship) Colossal ship Squares 3 (30 ft. by 100 ft.); Cost 14,500 gp Init +8 DEFENSE AC 16; Hardness 5 hp 1,620 (sails 240) Base Save +13 OFFENSE Maximum Speed 90 ft. (wind); Acceleration 30 ft. Ranged 6 light ballistae +10 (3d8), 4 light catapults +15 (4d6) CMB +22; CMD 32 Ramming Damage 10d8 STATISTICS Propulsion wind or current Sailing Check Profession (sailor) Control Device steering wheel Means of Propulsion 60 squares of sails (two masts) Decks 3 Cargo/Passengers 150 tons/120 passengers CREW Captain: NE female human rogue [pirate] 5/deep sea pirate 6 Other Crew CN female dwarf bard [sea singer] 5 First Mate CN male human sorcerer 8 CN male human rogue 2 NE female half-orc barbarian 6 N male human rogue [knife master] 6 45 pirate cutthroats (CE human fighter 6) EQUIPMENT Armaments 6 light ballistae (port and starboard) with 200 light ballista bolts; 4 light catapults (fore and aft) with 50 light catapult stones and 10 alchemist’s fire canisters Modifications ram, rapid-deploy sails, silk sails, 2 smuggling compartments Cargo 4 points of plunder - Please see the first post in this thread for attributions. [/QUOTE]
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