Thursday, November 14, 2013

Jeff Crunch: A Soul Bound for the Locker




Ahab - awaiting the white whale by Thomacek from www.deviantART.com

By Jeff Harris

Captain Ahab
male human expert (sailor) 5/deep sea pirate 6
Description: Captain Ahab cares nothing for other ships or other men’s goods, he lives only to be master of the Pequod and to kill what he sees as a devil incarnate, the great white whale.  At five and fifty years his zeal to find the creature that maimed him is undiminished. The man himself is tall and wind burned, his thick dark beard half masks his scowl.  Dressed in a fine but understated black suit and never seen without his bronze studded leather great coat on deck, the Captain cuts an intimidating figure.

Captain Ahab CR 10
NE Medium crusty* humanoid (human)
Init +3; Senses Perception +17
===== Defense =====
AC 18, touch 10, flat-footed 18; (armor +4, deflection +2, natural +2)
hp 134 (14d8+68)
Fort +9, Ref +6, Will +8
Defensive Abilities  Liquid Courage, Stubborn as Hell, Tough as Nails
===== Offense =====
Spd 25 ft. (due to the peg leg)
Melee “Hell’s Heart” +15/+10 (1d8+5/19-20x3), +1 bich’hwa +13/+8 (1d4+4/19-20x2), unarmed strike +12/+7 (1d3+3/20x2)
Ranged “Hells Heart” +12/+7 (1d8+5/19-20x3)
Special Attacks Ranged Grapple (harpoon), Sneak Attack +2d6
===== Tactics =====
Before Combat Captain Ahab is a reasonable man, in so far as he will try iron handed diplomacy before taking more drastic measures.

During Combat Captain Ahab will answer challenges from his crew as needed, he will not hesitate to turn his harpoon on a crewman should his crime warrant it.  However if faced with the white whale Ahab will not relent, taking to the whale boat with harpoon in hand to face his nemesis.                                                  

Morale There is little in this world that can move Captain Ahab from his course, and he fights to the death against his sworn foe.  Such is the fate of a man who thinks he is a hand of god, any god.
===== Statistics =====
Str 16, Dex 10, Con 18, Int 12, Wis 11, Cha 11
Base Atk +9/+4; CMB +12  CMD 24
Feats Exotic Weapon Proficiency (bich’hwa), Improved Critical (harpoon) Improved Initiative, Improved Unarmed, Intimidating Prowess, Lightning Reflexes, Martial Weapon Proficiency (harpoon), Skill Focus (sailor), Toughness, Weapon Focus (harpoon). 
Skills  Acrobatics +10, Appraise +10, Climb +11, Diplomacy +8,  Intimidate +12, Knowledge (geography) +7, Knowledge (nature) +6, Knowledge (religion) +6, Perception +17, Profession (sailor) +14, Profession (whaler) +11, Sense Motive +9, Swim +11.
Languages Common, Shoanti.   
SQ deep breath, farseer, shipboard authority, storm sailor, windrigger
Combat Gear hell’s heart, +1bronze studded leather great coat, +1 bich’hwa (gifted to him after his fateful encounter with the white whale), three 50 ft. spider silk rope coils, ring of protection +2 (his wedding ring); Other Gear peg leg made of whalebone ivory, fine black suite, leather bound journal containing the Pequod’s logs, spy glass, silver pocket watch, brass whistle.
===== Special Abilities =====
Deep Breath (Ex): The Deep Sea pirate can hold his breath for a number of rounds equal to three times his Constitution modifier before he must start making Constitution checks.                                          

Farseer (Ex): Pirates take turns serving as lookouts. A Deep Sea pirate with this ability reduces any distance-based penalties on Perception checks by half when he is at least 10 feet off the ground or above the deck of a ship.                                                                                                                                       

Liquid Courage (Ex): When intoxicated, the crusty creature gains the benefits of a rage spell in place of the normal effects of intoxication.                                                                                                             

Shipboard Authority (Ex): As a full-round action once per day, the Deep Sea pirate can shout orders to his crew. All allies within 30 feet of the Deep Sea pirate who can hear him gain a +1 morale bonus on attack rolls or on a particular skill check for 1 round per the Deep Sea pirate’s level. The Deep Sea pirate specifies which bonus applies when he uses this ability and may not change the bonus for the duration of this ability.                                                                                                                                                         

Stubborn as Hell (Ex): Those with the crusty template are hardier and more set in their ways then their more youthful peers and gain a +2 to CMD, Will, and Fortitude saves.                                                      

Storm Sailor (Ex): The Deep Sea pirate treats all storms as if they were one category less severe for the purposes of sailing and navigation. (This benefit stacks with the Hurricane Savvy character trait and other effects related to wind conditions.) He can make an Acrobatics check to move his normal speed across uneven ground, and he does not take a penalty on any Acrobatics checks due to slightly slippery, slightly unsteady, or moderately unsteady conditions.                                                                                          

Tough as Nails (Su): Treat this as orcish ferocity, meaning the crusty creature can act in a round that would normally knock them out.                                                                                                                      

Windrigger (Ex): The Deep Sea pirate has learned the tricky art of tacking. With a DC 15 Profession (sailor) check, he increases his ship’s base movement by 5 feet for 1 hour.


Hell’s Heart
Aura faint necromancy, moderate conjuration, moderate transmutation; CL 10th
Slot weapon; Price 20,000; Weight 16 lb.
===== Description =====
Hell's heart is the name the crew have given Ahab’s harpoon. The weapon itself is a mahogany hafted harpoon with a plain but razor sharp barbed head.  Engraved all along the weapons shaft is tiny writing, which seems to ramble on about devil whales and tests of faith.
Hells heart is a +2 returning whale bane wounding harpoon, though instead of returning to you as a normal returning weapon, hell's heart spawns a mundane copy of itself, leaving its “husk” as a permanent steel harpoon, along with the length of line attached at the time, imbedded in the target.  Hell’s heart itself returns to the wielders hands after each throw.  The weapon's wide barbed head ensures the weapon sinks deep and fast, and bleeds the target as well.
===== Construction =====   
Requirements Craft Magic Arms and Armor, bleed, fabricate, summon monster I, telekinesis.           Cost 10,000 gp

Armor                                                                                                                                                          
Studded Leather Great Coat (light armor) AC +3 max Dex +4, Armor check penalty -1, Spell Failure 10%, Weight 10 lbs.

*Please note that the “crusty” template is courtesy of FrankGori and Kobold Press.   

Wednesday, November 13, 2013

Going Gonzo With John: The Pequod



by John Belliston
Haunt by Frank Gori


The Pequod:

Artifact

Overwhelming Necromancy

Strong Transmutation

The Pequod is an intelligent item with the following stats:

Alignment: LE

Int: 16

Wis: 14

Cha:10

Ego Check: 23

 

(Ego +5)

Base Item: (+12)

Senses 120 feet

Transform into a Colossal Whale (Use Great White Whale stats) (+2)

Cast Skeleton Crew (+1)

Special Purpose (+2)

Can detect Whales within 60 ft (+1)

 Bite Attack +25 (6d6 19-20)

 

If destroyed or damaged beyond repair the Pequod sinks and one week later returns to the nearest port fully repaired with new components.

Refer to Pathfinder vehicle rules located here http://www.d20pfsrd.com/equipment---final/vehicles#TOC-Sailing-Ship for more info on vessels.

The ship was once owned by a captain so obsessed with his hunt of a demonic white whale that he destroyed himself and his crew. Such was the depth of his madness and hunger for slaughter that his blood soaked boat continues on in his stead.
The Pequod is always a three masted boat with a whale skull on its prow, though all other aspects of it's actual appearance change as it rebuilds itself from the bones of what it kills and sunken ships.

The ship seeks to destroy its eternal quarry the demonic white whale, though it will also hunt and kill any other whale that it comes across. To fulfill its purpose it will seek out a crew.

When searching for a crew it travels toward the nearest port. One week before the arrival of the boat all intelligent creatures with Profession (Sailor), Profession (Whaler) or have spent at least three week on a ship will have a dream about the ship's arrival. Once the ship makes port all so effect must make a Will (DC 20) or they will board the ship with the intent of becoming it's new crew. The ship will stay docked until at least 10 crewmen board but will not allow more than 20. (If more crewman are required then the Pequod will summon the needed number of skeletons to fill the roles.)

Once the crew is out to sea one will be selected by the ship to be the Captain. As time goes on the madness of the ships first Captain will slowly begin to seep into any that ride the vessel. Every 48 hours the crew must make a will save (DC 20). For every failed check the crew gets a -1 to all rolls not directly involved with hunting whales or killing sea creatures. This resets after a week off of the boat.

(For the purposes of all intelligent item rules the Captain becomes the “owner”, however The Pequod can select a Captain of any alignment, though for every step away decrease the amount of time by half.)

Once a day for an hour the boat can transform into a Skeletal copy of the Great White Whale. While transformed the Crew are protected by a magical bubble in the belly of the beast. The Captain can extend this transformation to 24 hours by drowning one of the crew.

The Pequod is a fully stock and provisioned whaling vessel. Every 24 hours the provision barrels refill with new food and water, but the food always has the faint taste of brine and rot, and the water always tastes slightly stagnant.

Once a day with a perception check (DC 16) 1d6 harpoons can be found randomly placed on the deck. If the roll exceeds the DC by 10 or more these harpoons are of masterwork quality.

 
We also suggest adding the following haunt to the ship, the destruction of the ships ego and negative effects dissipate with the solving of the haunt.
Endless Whale Hunt
CR 10

Compelled to seek vengeance on the white whale the effected Captain and the 5 crew members with the highest profession (whaling) ranks must row out to harpoon any whales they come across.

XP 9,600
CE persistent haunt (10 ft. by 50 ft. ship)
Caster Level 11th
Notice Sense Motive DC 20 (to notice personality shift in captain)
hp 45, Trigger Whale sighted; Reset 1 day

EFFECT

This haunt materializes as a sudden red gleam in the captain and five crew member’s eyes and a pronounced limp from the captain. A greater geas is cast on the captain and the members of the harpoon crew whenever the ship senses a whale. The men must slay the whale at all costs.

DESTRUCTION

The crew must mutiny and murder the captain to defeat the haunt, only a death by mutiny will end the haunt.

Tuesday, November 12, 2013

Moby Dick: From Lit to Battleboard legit

A small foreword,

We, the wizards at the Flying Pincushion, really do feel that classic literature and modern gaming have quite a bit to learn from each other.  Thus today back for a 2nd look is a very fine chase scene encounter based on Moby Dick and written by Frank Gori.  I hope that you, our treasured readers, enjoy this classic from the Flying Pincushion vaults, and we would love to hear your stories from the table about running this encounter.  Thank you for all your support, and as long as you keep reading, we will keep writing.

Sincerely,
Jeffery Harris

Article by Frank Gori

Towards thee I roll, thou all-destroying but unconquering whale; to the last I grapple with thee; from hell’s heart I stab at thee; for hate’s sake I spit my last breath at thee. Sink all coffins and all hearses to one common pool! and since neither can be mine, let me then tow to pieces, while still chasing thee, though tied to thee, thou damned whale! Thus, I give up the spear!"
- Moby Dick, Herman Melville

If you haven’t read Moby Dick by Herman Melville I highly encourage you to do so, your life will be richer for it. That said it isn’t required reading for what follows below. On Monday I gave you a take on Moby Dick that should terrify most adventuring parties, yesterday John gave you a bizarre possibility of a whaling vessel based on the Pequod, today I’ll give you a set up, some NPC concepts, a chase scene, and a combat. Basically the bones of what you need to make a tale inspired by Melville’s classic come to life at your table.

Schooner, possibly one of the coffin ships, in storm.
image from http://www.irish-genealogy-toolkit.com/coffin-ships.html


The Set Up

Use whatever story hook you wish to get your PCs to travel by Sea. Normally they’d probably avoid the creepy looking whaling vessel decorated with whale teeth and bone however it happens to be headed where they are going and no one else is willing to take them. There could be ill omens that dissuade the superstitious sailors from traveling or a festival might have hired all cargo vessels.

If you’re not a fan of such heavy handed tactics try enticing them with mystery or simply make it fiscally rewarding (free passage or even rewards and training.)

Once you’ve effectively corralled your players on the ship, introduce them to the cast of characters below except for the captain. The first mate Starbuck hires them, their captain is seeing a healer regarding regenerating his arm, that is all the PCs are told.

Once the voyage has begun it’s another week before the captain makes his appearance along with his personal harpoon crew which looks to be a shady lot. PCs with a strong survival score (DC30) might notice the ship is taking a very indirect route to their destination.

PCs that have a good diplomacy score may well pick up rumors from the crew:

DC 10
Captain Ahabar lost his arm to a white whale. (True)
DC 15
The cabin boy is a witch of some sort and can see the future. (False the boy is an oracle)
DC 20
Ahabar had a harpoon specially forged for the whale. (True)
DC 25
Starbuck is talking to some of the crew about mutiny, but they are afraid of the harpoon crew. (True)

After properly setting the tone and tension (and about a week game time) the whale is spotted. Set the scene for some high drama as the crew readies itself for a fight, then give everyone a reflex save DC 18 to not get knocked prone when the whale rams the boat. If they are near the rail and fail the save by 5 or more the PC is overboard and will need swim checks.

Roll for Initiative

At this point we are going to do a modified version of a chase scene. There are four zones on the ship each has two or three tasks that need to be dealt with before six rounds have passed; in order to accomplish two objectives 1) Get the harpoon crew on rowboats and 2) get the ship back under control. Failure on any one task will allow another capsize attempt in round seven and reset 1d4 of the challenges. If the party fails twice there’s a sickening crack and the ship sill go down.

Moving from one zone to the other requires an acrobatics check DC 14. To determine where each character starts roll a d4.

Spells can cheat just like in any chase however due to the chaos and unsteady ground make spellcasters make concentration checks DC 12+1d4 each time.

The Stern or Rear of the Ship:

Man Overboard: The boatswain has gone overboard roll either a swim check DC 16 to dive in after him (with a tow line) or a ranged touch attack DC 19 to hit him with a net.

Up Anchor: The anchor unintentionally dropped and needs to be pulled up roll either a modified climb check (uses same muscles) DC 25 or a diplomacy DC 15 to get the attention of other crew members to help.

Lock and Load: The Stern has a ballista load it with a harpoon (chain detached) to dissuade pursuit Knowledge (Engineering) DC 12 to load properly or jam it in CMB against CMD of 22

The Bow or Front of the Ship:

Who’s Drivin’: The ship’s pilot was thrown and is currently stuck to some of the whale teeth that garishly decorate the ship either grab the wheel and steer Profession (sailor) DC 30 or help the man to his feet and bandage him Healing DC 14.

Shark: Just before the boat got rammed the men had caught a shark and pulled it aboard. Un fortunately it’s still alive and with the rolling about a bit of a danger either called shot against AC20 to coup de gras (touch AC but +10 to called shot) or Diplomacy to get help DC 16.

Mid-Starboard or middle right:

Lend courage: The Captain is a bit shaken by the hit to the boat you need to lend him some courage by either making a perception check DC 18 to notice and hand him his hip flask or Bluff 12 that he can win against the whale still.

My Harpoon Good Man: The Captain needs his weapon DC 20 perception check to find it or Diplomacy 16 to get the crew looking.

Lower the dingy: With the ship listing its actually a test of balance DC 18 Acrobatics or hit AC 25 to  cut a tangle of rope and drop it forcibly.

Mid-Larboard or middle left:

Catch the Line: loose is preventing the sail from being taught catch it by jumping Acrobatics DC 22 or climb and follow it DC 16.

Secure the Line: You got the line now pull the sails taught and secure it by making either a Profession (sailor) roll DC 12 or a Survival DC 20 roll.

Assuming the PCs succeed the harpoon crew rows out to face the beast which will buy the PCs a luxurious 14 rounds before the whale resumes trying to capsize them (if they have not spent at least 3 rounds fleeing.)

Before it engages the captain though it summons four kytons who immediately grab the harpoon chains and will then attempt to climb a mast and destroy your sails. Otherwise it’s a normal battle with Chain devils.

Failure gives another opportunity to capsize the vessel.

Sunday, November 10, 2013

Monster Mondays: Great White Whale, Mythic

By Andrew Hoskins

                              

                                  Image from Google search and provided  by www.avidly.org



This immense whale has an enormous, box-shaped head over a massive, toothy maw. Its rough white hide is laced with scars, and its large black eyes betray a brooding menace.
GREAT WHITE WHALE, MYTHIC        CR 17/MR 7
XP 102,400
N Colossal animal (animal)
Init-2; Senses blindsight 120 ft., keen scent, low-light vision; Perception +13
DEFENSE
AC35, touch 0, flat-footed 35 (-2 Dex,+35 natural, - 8 size)
hp281 (18d8+144+56)
Fort +21, Ref +9, Will +8
DR10/epic; Immune cold; Resist 20 fire
OFFENSE
Speed swim40 ft.
Melee bite +28 (6d6+23 and grab/19-20, x3), tail slap +20 (3d6+11)
Space30 ft.; Reach30 ft.
Special Attacks capsize, colossal wave, constrict (6d6+23), engulf (DC 27, see notes),grab, mythic power (7/day, surge +1d10), smashing breach, swallow whole (4d6 acid, AC 27, hp 28)
STATISTICS
Str56, Dex6, Con27, Int2, Wis 11, Cha 5
Base Atk +13; CMB +44 (+49 bull-rush); CMD52 (57 vs. bull rush, can’t be tripped)
Feats Critical Focus-M, Diehard, Endurance, Great Fortitude, Improved Bull Rush-M, Improved Critical (bite)-M, Iron Will, Power Attack-M, Staggering Critical
Skills Perception +13, Swim +42; Racial Modifiers +8 Swim
SQ hold breath, perfect specimen
ECOLOGY
Environment any oceans
Organization solitary
Treasure none
SPECIAL ABILITIES
Colossal Wave (Ex) By spending one point of mythic power, the mythic white whale may, as a standard action, use its tail to create an enormous wave on the surface of the ocean.  All creatures and objects in the water in a 120 ft. cone are subject to a bull-rush combat maneuver.  Ships in that area are subject to a capsize maneuver.  The whale makes one combat maneuver roll and compares the results to each target in the area.
Engulf (Ex) By spending one point of mythic power, the mythic white whale can engulf creatures in its path as part of a standard action. It cannot make other attacks during a round in which it engulfs. It merely has to move over its opponents, affecting as many as it can cover. Targeted creatures can make attacks of opportunity against the whale, but if they do so, they are not entitled to a saving throw against the engulf attack. Those who do not attempt attacks of opportunity can attempt a Reflex save to avoid being engulfed—on a success, they are pushed back or aside (target’s choice) as the whalemoves forward. It can only engulf creatures or vehicles of Huge size or smaller.  The whale may attempt to swallow whole all targets as a free action.  If the whale fails to swallow whole, the target remains inside the belly of the beast, but does not take damage or gain the grappled condition.  The save DC is Constitution-based.
Perfect Specimen (Ex) As the ideal of its kind, resources harvested from the remains of this mythic animal, such as its hide or blubber, are of the highest quality.  A craftsman using these resources gains a +8 bonus to their craft check and the resulting item must be masterwork quality.  The resources are generally worth 10 times as much as they would be from a common source.
Smash Breech (Ex) As a full-round action, a great white whale can make a special charge attack against creatures on the surface of the water. At the end of its charge, the whale breaches, then slams down onto the target with incredible force. Any Huge or smaller creatures in the whale’s space must make a DC 27 Reflex save or take 4d8+30 points of bludgeoning damage and be forced into the nearest square that is adjacent to the whale. This breach automatically attempts to capsize any boats caught wholly or partially in this area. The save DC is Constitution-based.
Swallow Whole (Ex) A creature does not automatically free itself from the swallow whole or engulf with a natural 20 on a grapple check.  Furthermore, it may, as an immediate action, attempt a new grapple maneuver to continue doing damage with its swallow whole ability if a creature it has swallowed deals damage to it.

Mythic great white whales are a thing of legend and myth, driving whalers and pirates mad with greed or fear.  Even an experienced sailor may gaze on one with wonder, but always with a sense of dread.  An ambitious captain make try and poach one for its top quality blubber and tough hide, but such hunting attempts often end in disaster.

While a generally docile creature, the mythic great white whale becomes a terror when roused.  Small whaling fleets have been capsized with the flick of its tail, and it can crush whole ships in its powerful jaws.  While these beasts don’t generally hunt humans, they have been known to swallow smaller ships entirely whole, digesting the remains over years.  Salty sailors tell tales of men living in their cavernous stomachs for years on nothing but raw fish.

If left alone, mythic great white whales will feed on any food supply small enough to swallow.  This may include pods of dolphins, orcas, and the occasional aboleth.

Friday, November 8, 2013

The Great Library off Culver St





The Great Library off Culver St

By Frank Gori


The feeling children get on Christmas is mine once a month. I’m a Paizo subscriber you see, so once a month I’m getting my AP subscription and even if I peeked at the PDF beforehand I still get excited to rifle through the pages to admire the art or the stat blocks or that freshly printed smell.

While I recognize that the world is changing and PDFs are eventually going to replace the printed word, I’m a hold out. As much as I appreciate my PDF library and how much more inexpensive it is and as much as I enjoy the system reference documents, the books still have more power over me.

I’m not alone.

About five years ago I became fast friends with Jeff Harris. We discovered a mutual love of melee weapons, music, gaming, and books. Jeff was responsible for dragging me kicking and screaming out of 2nd ED AD&D and into 3.5. I didn’t want to leave 2nd Ed I was comfortable there and I had most all the books.

Trying 3.5 was a revelation. Many of its mechanics were similar to house rules I had invented and the skill system made more sense. I quickly became hooked as my imagination fired up infinite build possibilities and the best part was Jeff had all the books. When I say Jeff had all the books I mean he had D&D 3.5 books. His favorite I think was the miniatures handbook.

Jeff was generous with his collection allowing any of his friends to borrow books. My favorite was the book of nine swords in particular. I think Jeff may have regretted letting me borrow that one but it never stopped him from allowing me to do so again. His was the great gaming library for a time.

When we switched to Pathfinder his collection stopped seeing as much loving use. The Book of Nine swords started sitting longer and longer my ambition to one day convert it to Pathfinder forgotten. But Jeff would still pull them out from time to time, showing us what came before and how it could be born again in Pathfinder (for the few things that died in transition.) In particular we missed the monsters that aren’t open license like the displacer beast, the beholder, or the mindflayer. Perhaps we took the great gaming library for granted.

It’s gone now.

Saturday is when we game with the group. The days when life doesn’t interfere and allows us all to get together around the table and laugh and enjoy whatever adventure sparks out collective imagining in the moment. For my current crew I’m bringing the books and we are playing the Wrath of the Righteous AP.

Someone stole that joy away from my friend this past Saturday. In a careless moment Jeff’s wife left his front door unlocked. It is a safe suburb where they live, such acts aren’t uncommon and they are the type of people that know their neighbors.

What hurts the most is it had to be a friend or former friend. Jeff’s entire hardcover collection of 3.5 books is gone, his favorite melee weapons gone, his big bag of dice gone, his minis gone, a few other items like his wii and ps2 are also missing but what’s telling is that other items of value were not taken. Someone stole the items that would hurt my friend the most, the things he took great pride in.

Perhaps I’m being over dramatic but it wasn’t just from Jeff this person stole. It was more like this person burned down the library of Alexandria. Jeff kept track of his books but he leant them to any gamer with a curious nature and a promise to handle with care. In a way the person that stole from Jeff stole from everyone Jeff games with and that’s pretty shitty.

Jeff said he’s not going to replace his collection with real books. Given his collection cost roughly $50 a book and there were 80+ of them I do not blame him. At that cost perhaps the security of a file is better than the smell weight and feel of a book. Still it saddens me that this happened.

 The ad money from this blog will buy us a lunch once a month, but I’d like to help Jeff in some way. If you’d like to help Jeff out in some way or send an email showing support he has permitted me to share his email address is featherwitharrows@gmail.com .

On the off chance you have information on the sudden appearance of a large sum of 3.5 books in Western NY let us know.