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posticon Re: Pirates of Land's Tooth Bay - Linked Adventure(s)


I joined with Selk "Sharky", a sea-faring elf of unusual talent and desire for gold and adventure. I trust I can do the RP stuff to everyone's satisfaction. You guys can add fuel to my RP fire by doing your own good RP. hehe I am best at ad lib and responding to others I think. Though, I do love to write and tell stories -- even those made up out of thin air. emoticon

I intend to make this as a new class of elf, a distant relative of the wood elf, specifically tuned to the sea and its challenges. He will have a long bow and a long knife. This class is now posted in the very next post. emoticon Of course, the class is subject to the GM's (god of machinations) acceptance.

"Sharky is what they call me, but my real name is Selk. My last name I do not tell." Born of sea-faring elf lineage, Selk wandered off with adventure-lust and treasure-lust of greater intensity than most elvin folk ever experience. He came upon the notice from Blacktar and decided this might be the "big one". So he rushed in to apply for the job.

Last edited by OldWarrior, 21/Jun/2006, 5:09 am


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The Sea Elf Adventurer


NOTE: I have edited this post to remove the Dodge skill, to change the number of Sea Wafers from 1D6+1 to 1D3+1, and to clarify the wording on the Treasure Spotting skill a little bit. I also added the words "if one is in his party" toward the end concerning having a wood elf make healing potions for the Sea Elf.

The Sea Elf Adventurer

Many of the Sea Elves have their origins (in my imagination) from the time when some of the other elves decided that they would brave the formidable depths to journey in search of adventure and long-lost treasures. Since that time, the Sea Elf Adventurer has become the prime example of those early Sea Elves. He is the ideal for which the rest of them have struggled these many years. Hence, the Sea Elf Adventurer is both an adventurer and a treasure seeker.

A distant cousin of the wood elves, the sea-faring elves have excelled in archery, but have also learned some quick close-in melee fighting, having had to face boarding parties, or act as a boarding party themselves on many occasions. They have preferred the Long Knife over the common sword, because it is easier to carry upon their person while taking their turns as lookouts and while concentrating on felling the enemies from a distance with their extra powerful long bows.

While spending days, weeks, and even months on the open seas, far from civilization, the sea elves have made it their special study to develop good first aid and bread baking skills. They do not all know how to cook the bread (Sea Wafers), but they all know where to get it and how to apply basic first aid to fallen warriors.

The following characteristics with some exceptions are the same as the Elf's. (Initiative is 5 instead of 6, Luck is 1 instead of 0, attacks could be two using his Long Knife and special skill, and Escape Pinning is 3+ instead of Auto for BL 1)

Weapon Skill 4
Ballistic Skill 4+
Strength 3
Damage Dice 1
Toughness 3(4)
Wounds 1D6+7
Initaitive 5
Attacks 1(or 2)*
Luck 1
Willpower 2
Escape Pinning 3+

Equipment:
Long Bow (Str. 4) one shot per turn (but see First Shot Attack skill)
Long Knife (Str 2) only weapon with which he may use his Quick Knife Work skill. Normally, he may death-blow with his long knife (almost as hefty as a short sword), but he may not do so while using the Quick Knife Work skill. Also, whenever the Sea Elf gets a natural 6 to hit using his Long Knife he causes an additional 2 wounds (modified as usual), whether or not he is using the Quick Knife Work Skill.

Sturdy Leather Vest: Made of tough but flexible leather, this vest provides some modest protection to the sea elf. However, the leather may crack and the vest will eventually become worthless as armour. At the end of each adventure, roll 1D6. On a roll of 1 or 2, it has become so cracked and worn that the Sea Elf must disgard it for his own safety, lest he think himself protected when he is not.

One healing potion: obtained from his cousins, the wood elves, while visiting an Elf Quarter. The potion heals 1D6 wounds on a single warrior.

Sea Wafers (1D3+1): very similar to elf waybread, but are not as light and, according to the wood elves, not as tasty. Each Sea Wafer restores 1 wound to the warrior that eats it. These Wafers spoil by the end of an adventure on a 1D6 roll of 1 or 2.

Bandages (1D3): The Sea Elf has some rudimentary knowledge of first aid. When he tries to apply a bandage to a fallen comrade, his attempt succeeds on a roll of 3+ (instead of 4+ for the common warrior).

Skills:

*Quick Knife Work (Long Knife only): The Sea Elf is so skilled and quick at using his Long Knife that he may choose (optional) to double his normal number of attacks while using it. The only drawback, besides the fact that he is using a Strength 2 weapon instead of a normal sword or special sword, is that he does not get a deathblow while doing quick knife work. He may, however, step into the space previously occupied by a monster that he has killed while using this skill, only limited to his movement (4 spaces per turn until BL 5).

First Shot Attack (ballistic only): at the beginning of each monster event (all inclusive -- UE, regular room, or even Objective Room --, but subject to GM's judgment) whenever monsters first appear, whether they ambush or not, the Sea Elf gets to shoot off one arrow at any single monster during the Monster Phase, even if adjacent to him. This represents his ability to spot the enemy at a distance and to hear them approaching before others do. Thus it is assumed that he has time to get in one shot while the monsters approach (so technically, he does not really shoot at an adjacent target, he just shoots at the monster before it takes the adjacent position. This attack is also assumed to be made before the monsters decide whom they will be attacking, though the Sea Elf may determine his target with the knowledge of where the monsters will be standing once they make their attacks. To clarify, this skill only works at the begininning of each new monster event AND will not be allowed if the Sea Elf is already adjacent to monsters placed in a previous monster event.

Treasure Spotting: Though not as handy as a Halfling Thief at pilfering extra treasures for himself, the Sea Elf Adventurer is good at spotting more treasure where other warriors would miss it. His skill is similar to that of the Halfling Thief, but it works for the whole party and not for himself alone. For each monster event that has ended (treasure event), roll 1D6. On a natural roll of 6 the Sea Elf Adventurer has discovered an extra treasure (normal Dungeon Room Treasure only NOT Objective Room Treasure -- even when used in the Objective Room) to be shared out among the warriors as usual (according to the next turn to receive method).

Example
If three monster events have overlapped, for instance, in one long combat, at the end the warriors would get 3 treasures; but, now the Sea Elf Adventurer would roll three 1D6s. If he rolls two natural 6s, the party would get 5 treasures to share instead of the 3.

Armour, Weapons, and Treasure

The Sea Elf may wear any armour available to his wood elf cousins (normal Elf). If he wears furs over his Leather Vest, he will be at -1 to movement and -1 to all his to hit rolls. He may generally use or wear anything that the Elf can use with the following exceptions: He cannot make potions out of healing herbs. He may buy them and have a fellow Elf (normal wood elf) process the potions for him (perhaps sharing one for payment), if one is in his party; He may buy waybread, but it costs twice as much for him as it does for the normal Elf, because the wood elves feel it an insult that the Sea Elves would produce an inferior likeness to waybread and pass it off as of equal quality.

Anyone feel free to comment. This is the basic version. Advanced rules yet to come -- though my advanced rules are usually the same as the basic, just adding the Battle Level Table, Settlements, and new skills and etc.

Last edited by OldWarrior, 22/Jun/2006, 2:48 am


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Re: Pirates of Land's Tooth Bay - Linked Adventure(s)


EDIT: I will hold off on any of these proposed changes. I am willing and ready to try this warrior out as already edited above, unless the GM of the game thinks it must be changed further.

I am beginning to wonder, even more now, if I have made the Sea Elf Adventurer's Treasure Spotting skill a little too successful (average of one extra treasure for the party every six monster/treasure events,; which translates into an average of one Dungeon Room Treasure per party member every 24 monster/treasure events).

Is this too much? Or, should I make it a 2D6 roll with success on 11 or 12 (or maybe 10, 11, or 12) instead of a 1D6 with success on a 6?

Any one have any thoughts on this?

I just thought of a possible solution to make this less powerful (if it is indeed too powerful as is) and yet still a nice skill to have and in character with this class. I am thinking about making the Treasure Spotting skill ONLY work (or be active) whenever something triggers it.

Proposed change to the Treasure Spotting Skill:

For instance, whenever a Treasure event produces a treasure (no matter whose turn to receive it) that CANNOT be used by the Sea Elf, he would roll 1D6 to see whether he finds an additional treasure. This extra treasure would be added to the current treasure distribution. The Sea Elf may or may not receive this treasure, depending upon whose turn it is to receive and upon any other method the party may be using to divide up treasures.

First Shot Attack

I am also considering the idea of adding a success roll requirement to the First Shot Attack skill. It seems I may have made a mistake by having it work automatically. Perhaps a 4+ on 1D6; or make it 5+ (4+ at hero, and 3+ at Lord titles).

Last edited by OldWarrior, 23/Jun/2006, 4:09 am


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Re: Pirates of Land's Tooth Bay - Linked Adventure(s)


(*ooc* since I think webquest was being fussy tonite, I worked on the meat and bones of an important part of our adventure. Namely, the setting, where you guys are gonna have some time to explore before you are actually gonna have to set foot in the dungeon. I dont want you guys to feel overwhelmed buy information overload, so feel free to read as much or as little of this as you desire. Im gonna try to set it up in guide format, so we can use it as a reference to the different locations, characters, and campaign stories that we are gonna create and develop. I think this represents the vibrancy of the community that has sprung up around the charismatic leadership of Blacktar, and is an emulation of his most peculiar quirks and his straight forward nature. So, just use this as a reference or read the whole thing, and remember that its your story, so if there is something I should've included or something that needs tweaking, let me know. Im tapped out for tonite, but Im gonna go ahead and try to post the turn text in the morning if I can. Ok, enjoy guys!)

Rosie deTevelt's Guide to Land's Toothe Bay

Who's Who in and around Land's Toothe Bay

New Arrivals -

"Sharky is what they call me, but my real name is Selk. My last name I do not tell." Born of sea-faring elf lineage, Selk wondered off with adventure-lust and treasure-lust of greater intensity than most elvin folk ever experience. He came upon the notice from Blacktar and decided this might be the "big one". So he rushed in to apply for the job.

Selk is a Sea-Elf Adventurer

Father Shandy Alweather is a priest of Manann, the wrathful god of the seas. Although fairly advanced in years, he is still strong and sprightly and his knowledge of sailing is legendary. Recently he has become disillusioned with the merchants who have employed him, and now seeks employment with people who respect Manann, rather than just trying to buy him off.

Shandy Alweather is a Priest of Manaan

Guil-thur is an adventurous sea elf, at home above and below the waves. He often takes comission from pirates and the naval legions, who both welcome the sea elves with welcome arms for their incredible sea sense.

Guil-thur is a Swashbuckler, of the Sea-Elves.

Angelique De Richelieu was the captain of a small whaleing boat that prowled the oceans of the old world. She made a small fortune in distant Cathay . Where her services were at a premium. She was often at the prow of the boat harpoon in hand she had an uncanny knack of being able to take down a whale with one well placed harpoon. However recently her boat was attacked from the depths by a giant kraken, her whole crew were slaughtered but even as her ship was sinking she managed to grab a harpoon and hurled it through the great beasts eye. She spent the next several weeks clinging to some driftwood until a ship discovered her and delivered her to shore. After several weeks at sea she has finally made it to shore and is now looking to aquire a new ship.

Angelique is a Buccaneer.






Local Points of Interest?

Xlo-Rut River flows far from the mountains that dominate the lower inland. There are many rivers that flow from the mountains, but this one is the waterway of the Xlo-Rut tribe of Lizardmen. Although bestial, they are reknowned for being quite spiritual, and they have been considered blessed, in reptillian terms, by having quite a large population of albino skinks. These frilled neck lizards have been said to lead the people in times of trouble, and it is speculated that this is one of the oldest tribes. Because of their unique geography, and their advanced seafaring knowledge, they were also some of the first settlers to the New World. The river is dotted with their step-stone shrines, and rumors of their abandoned settlements are driving Blacktar'z new efforts to explore the jungle ruins before the Imperials get to them.

Blacktar'z Foundry is located directly off of the Xlo-Rut, connecting to the Bay, and is well hidden by a grotto that seems to have been at one time an active volcano. When he had hidden his ship, the Man-o-War, inside the volcano one night and looked up at the stars, he swore he would return and build a place where his crew could unwind and relax, away from the Sea Wolf patrols that canvassed the bay. Eventually, trips to unload cargo to the Old World would result in some stowaways and down on their luck souls who needed a long voyage to iron out life's troubles. Like the company he keeps, Blacktar has been known for being an especially quirky dwarf. So, it was not all uncommon for him to want to set up camp where he and his crew could see the rocks and the stars at the same time, forming a community of society's cast aways. Driftwood planks with meaningful and bawdy phrases carved in, adorn the houses, a symbol of their ability to make something decent out of the lowest things. No one knew exactly where Blacktar stood on all the new arrivals for the longest time, until finally someone asked him during a massive feast after a raid on a grain transport. He screamed, "If I didnt have the company I'd be bat-shite crazy!" Followed by him diving head first into a goose and running full tilt into everyone in close proximity, until he passed out from lack of oxygen.

Since those early days, Blacktar'z Foundry has become a base of operations for many pirates that he has "taken under his wing." The Empire's perspective is that the pirates have all pledged allegiance to him, and formed a massive cartel that seeks to undo all the good they have done at Hope's Point. However, Blacktar has neither received any oath from another captain nor asked for one. Many of them just use his, more then ample facilities, as a neutral camp where they can stow their petty differences and just get a meal, some drinks, and a good nights sleep in a bed that doesnt sway with the tides. Unfortunately, convincing the tax collectors that have soiled themselves at knife point that the pirates want their extra riches and not their livelihoods is kind of difficult. The one time that Blacktar did try to negotiate with one of the Imperial diplomats, he ended up sewing his mouth shout in his ship's quarters with the needle he was darning his socks with. A lot of different stories float around about Blacktar, but Cutter swore that he had to pull the thread out, so this one is probably true.

Finally, the most important part of the Foundry [sign in to see URL] foundry. All manner of metal is used in ships, and wooden repairs can be patched up with a few strong backs in a quiet place, so the necessisty to be able to repair, or if the need arose, to replace important parts wouldnt require a limp home to safe ports much further up the coast underneath the great deserts. Two massive bellows dominate much of the old docks, they were cobbled together with whatever split timber they could harvest or "salvage" from what would be considered perfectly sea-worthy naval vessels. The actual skin of the bellows is a multicolor patchwork of leather and scale. This is all powered by steam valves that tap into the patch of scalding water that bubbles from a crack in the earth underneath the grotto's waters. A lot of sickly sailors have come to Blacktar'z Foundry for a week of rest and have returned with renewed vigor after sipping some of the salty mineral water as well, which is seen as a blessing from Manaan by his priests. All in all, this stokes the furnace, which is nearly 10 yards long. The smoke from the white hot coals drifts upward, disguised as volcanic discharge, and to date, no credible intelligence on any piratical outposts in the jungle have been received.

The master craftsmen are led by Blacktar'z cousin on his mother's side, twice removed, Andre Firehand. Not known for outbursts or foolishness, he is a typical dour dwarf, that was, in his words, "told this was a temporary solution to certain, marital obligations." Whatever the case, he must lay down the hammer on any project that enters the foundry, if only to stamp Blacktar's jolly roger. Its not uncommon for him to be found working late at night trying to "fix" the other jobs, but everyone gets a kick out of his flaming ember juggling, so no one really bothers him about his passion for his craft.
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Re: Pirates of Land's Tooth Bay - Linked Adventure(s)


Around this principle endeavor, many other side businesses have hung their plaquard out in this seafarer's retreat. Most notably are the Inn of the Fin, the finest beds and ale in town, The Viper's Social Club, a somewhat philanthropic organization, Fancy's Pawn Shop, Fancy's a fence, but dont call him that, and an apothecary shop run by a local lizardman mystic, Zem'rah. Generally, there are always unusual merchants requiring passage around Land's Tooth, selling goods to exotic for the Imperial trade vessels. These can be found hawking their wares, right next to the new docks, in Blacktar'z Bizarre (*sic: he was adamant on the spelling) and are there to cater to the "unusual tastes" of the seafaring men and women that call the foundry home. One could list all the things one could find there, but its not fit to print, and even then one needs only know that the prices are high, the merchandise is of questionable quality, and it smells of overripe bananas.

There are other attractions here, besides the businesses. In fact, one of the oldest traditions in the foundry, is the bare-knuckle boxing matches held every 3rd tuesday, or "Frydee" night fights, or just whenever some drunks spill out from one of the dockside alehouses, conveniently located only a few paces away from the Prowling Panther Dojo. Somehow a monk from Cathay found passage aboard the Man-o'war, but it is understood that Blacktar had helped him escape from bondage during an imperial raid. Not much is known about his identity as he is rarely seen, and studies and trains endlessly in the dojo's inner sanctum. The main room of the dojo is dominated by a circular arena, where the boxing matches are considered official and are vital part of "conflict resolution" The rest of the room is unusually devoid of any, blunt or otherwise, objects, except for some tapestries and torches which were considered off limits after Firehand "accidentally" set fire to a, mostly harmless, goblin squig herder, in one of the all out melees that happen on rare occasion.

Another important tradition at the foundry is the service held weekly at the Temple of the Bubbling Rock, and any sailor is encouraged to attend, not just those that need healing. This service is usually held on the day of rest agreed on by both adherents to the faith and those that just think a day off is a good idea once a week. Also, there are services usually held the morning after big celebrations and the infamous all out melees that occassionally occur. This service usually is more of a lecture about asking Manaan for the tranquility of the sea as the faithful priests pour the salty waters down the throats of the bruised, bloody, and hungover who are too weak to swallow. In addition, those called by Manaan can find an extensive library of the sacred texts here. Father Fleetson, an orphan child that Cutter had rescued from the sinking wreckage of a passenger ship that had been attacked by Grom'zuk'z Raider'z, was always able to lift the spirits of his fellow shipmates by singing little shanties. Eventually, they realized he had been marked by Manaan, and Cutter made it his personal mission to finance Fleetson's education and expenses. Not only is Cutter the benefactor of Father Fleetson, but he also takes his counsel directly from him, only going to Blacktar for matters of open conflict.

Viper's Social Club was founded for the "edification" of the general public of Blacktar'z Foundry, but was just a nice way of saying that the ex-nobles and sea elf swashbuckler's weren't all that capable of mingling with deckhands and dockworkers without a certain amount of, shall we say, friction? The social club had a duel role to serve. It was, of course, a place for swashbuckler's of all creeds to congregate and train. More recently, they have also begun directing some of the excess wealth that accumulates in the community coffers to a positive end. They have raised money for Temple of the Bubbling Rock recently to build an orphanage in Cutter's name, and have been very active in reaching out to find some new blood in the old world. The new recruits that are soon to arrive were subsidized by funding given directly from the pockets of the club's council, at Blacktar'z subtle suggestion, "Give us some coin to find some tough hands, or else I turn this place into the new orphanage, ye blue-bloods." Since the new recruits are set to arrive soon, the Viper's are hoping they can just get Blacktar'z attention diverted elsewhere so they can go back to fencing and witty rapport. En guard? Touche.

Finally, our last stop for the time being is simply called the grotto. A swim underneath the bubbling waters through a submerged lava tube leads to one of the most magnificent sights in all of the Land's Tooth area. In this tiny grotto, tucked away from the light of day, phosphorescent fish, lichen, and coral have given this cave a mystical and wondrous appeal. Every one who visits Blacktar'z Foundry always makes it a point to swim into the grotto and actually see it for themselves, without exception, and all are enriched by having witnessed its natural beauty. However, its considered to be a sacred place for the sea elves of the community, and no speech is allowed to disturb the quiet tranquility of the grotto. Also, most importantly, do not try to visit this place with the rising tide as the lava tube becomes a more treacherous proposition to navigate. The native sea-elves are the only ones that can breathe underwater long enough to visit the grotto during high tide, and any strangers that remain in the grotto past their welcome are escorted back through the tube using breath sharing techniques known only to sea-elves.

Hope's Point - to be continued eventually

Tower of Dawn - coming eventually, fyi Its the elven outpost that controls the eastern coast. While most pirates cheer when they see a ship riding low in the water flying the imperial colors, they turn white with fear when they see the elven flag of the crossed daggers behind the silver tower, and the triremes of the sea-elves. The ultra light boats are made for coastal patrol, and can outpace the fastest frigates and out maneuver the nimblest sloops. Armed only with ballista, the sheer panic usually forces a crew to surrender before a shot is fired, as Silver Dauphins are notorious for their 10-1 ratio in hand to hand combat with their quick work with a knife. As things are now, the Dauphins have their hands full with Grom'zuk'z Raider'z who insist on using Hope's Point as a punching bag. But, they will stop any ship that is not flying friendly colors, and should be given a wide berth, or a lot of respect if you value all your extremeties.

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Re: Pirates of Land's Tooth Bay - Linked Adventure(s)


I would love to join in with some piratey fun but dont really know how to go about it. What classes are allowed. (sorry i bet this has been answered but there was a lot to read through in this thread and i need to sleep)

I would like to be either a typical buckaneer type pirate, or a swashbuckling adventurer type (not far from the imperial noble i suppose)
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