Pirates and ravenloft

Post/Author/DateTimePost
#1

zombiegleemax

Jun 04, 2004 2:45:47
So, do we think a pirate campaign would do well in ravenloft? Or should i use FR? Or maybe even Earth in the 1600s complete with Red Death?

Answers on a postcard...
#2

zombiegleemax

Jun 04, 2004 10:28:51
With the proper research and imagination, I would say that a pirate campaign could be done very well in Ravenloft. In fact, the next issue of Quoth the Raven being produced over at the Fraternity of Shadows will have a couple of articles dealing with pirates in Ravenloft. I've only had the chance to see a couple of the initial articles, but it looks like there would be some good ideas in there to help players and dungeon masters out.

Jason
Fraternity of Shadows
#3

themrblack

Jun 04, 2004 13:23:58
A Pirate RL campaign could be wicked cool. I was thinking that myself when I started my current campaign, but opted for something else (not gonna say what since my players read here lol). But Pirates lend themselves rather well to the world of darkness, there's tons you can do.

Old ghostly pirate ships.

Islands inhabited by dead villagers who walk the night after they were massacred by pirates.

Rumors of old treasures.

Haunted shipyards

God it could go on and on...
#4

john_w._mangrum

Jun 04, 2004 14:18:18
Right around when I finally flamed out of Ravenloft's orbit, I'd been preparing notes for Gazetteers VI and VII. In the latter, I'd pencilled in to reinvent Blaustein as a pirate haven.
#5

zombiegleemax

Jun 04, 2004 14:55:33
Ravenloft is probably the best setting for a pirate campaign!
#6

zombiegleemax

Jun 04, 2004 20:39:10
Originally posted by John W. Mangrum
Right around when I finally flamed out of Ravenloft's orbit, I'd been preparing notes for Gazetteers VI and VII. In the latter, I'd pencilled in to reinvent Blaustein as a pirate haven.

Interesting. I'd enjoy seeing those, if that's possible.
#7

john_w._mangrum

Jun 04, 2004 21:16:56
Originally posted by Brandi
Interesting. I'd enjoy seeing those, if that's possible.

Sorry; the above is about as far as that concept had gone. Blaustein was still a full book away, after all; we had the Nocturnal Sea Gaz to nail down first. Theoretically.
#8

zombiegleemax

Jun 04, 2004 23:28:14
Hey island of terror wil be covered in the gazeeteer in something like 5 years
#9

zombiegleemax

Jun 06, 2004 7:45:26
Thoughts so far....

Piracy and a voyage of discovery. Starting of at the core, then finding a new mistway to a huge uncharted ocean where islands dot around maybe consisting on single domains, but maybe several. And then on to a south America type place rich in wealth, but with terrible gods (probably darklords each)...and much more gothic earth in darkloards roam the land, not stuck in domains.

Back in the core it is revealed that Dementlieu discovered it some time ago and has been raiding it for treasure for a time, thus setting up competition between it, darkon, and some other sea faring domains, thus leading to privateers. I also want to introduce slavery, probably with raids on an afrcan type continent with the victims being sold to darkon, falkonvia and barovia (lunch for vampires), etc.

Then there is being becalmed (cannabalism anyone), shipwrecked, marroned, islands forming (volcanoes), tropical reefs, and dangers from Kraken, sea serpents, and whales...but these aren't very Ravenloft like are they. Then pirates are also famous for throwing unwanted loot over board, including women, of orgies of **** and murder, no plank walking went on, rather some of the enemy were cut up and thown overboard and when sharks appeared the rest thrown over for sport, and so on.

And then the matelock system, where a pair of parates were never separated and shared everything, bunks, women, food, fights and duties (I am thinking of a special prestige class to reflect their bonding. And pirate ships themselves where democratic. The captain was voted in, and courses of actions voted upon.

It's a lot to get in. But Revenloft seems ideal for aspects.
#10

zombiegleemax

Jun 07, 2004 5:52:35
I'd also expand the immediate vicinity of the core. Both the Sea of Sorrows and the Nocturnal Sea could easily be expanded a bit, to allow for some chains of islands. This would make for instance domains like Valachan a viable seafaring nation.

That being said, how do you think the core would look if more parts where revealed? What shape would it have?
#11

Morrigan

Jun 07, 2004 13:52:48
Originally posted by John W. Mangrum
Right around when I finally flamed out of Ravenloft's orbit, I'd been preparing notes for Gazetteers VI and VII. In the latter, I'd pencilled in to reinvent Blaustein as a pirate haven.

Sorry, reinvent Blaustein as a pirate haven? All I have on that isle is what was in the 3rd ed. hardback, but I kind of assumed it was a Bluebeard/pirate setting? How wrong am I?

Morrigan
Proud lurker
#12

john_w._mangrum

Jun 07, 2004 17:26:20
Originally posted by Morrigan
Sorry, reinvent Blaustein as a pirate haven? All I have on that isle is what was in the 3rd ed. hardback, but I kind of assumed it was a Bluebeard/pirate setting? How wrong am I?

Ravenloft's Bluebeard isn't a pirate, he's a fairly faithful adaptation of a serial wife-murderer from a widespread folktale:

http://www.surlalunefairytales.com/bluebeard/

There are tales of a Bluebeard the pirate, but his identity and whether or not he even existed seems to be quite a muddle, likely due to confusion between the fictional Bluebeard and the historical Black Beard.
#13

zombiegleemax

Jun 07, 2004 22:57:23
http://www.surlalunefairytales.com/bluebeard/
[/b]

http://www.onthemooncontedefee.com/barbebleu/
#14

john_w._mangrum

Jun 07, 2004 23:04:17
Originally posted by mephistopheless
http://www.onthemooncontedefee.com/barbebleu/

Bad link.
#15

zombiegleemax

Jun 08, 2004 9:10:37
I've come up with this prestige class because it has the potential to reflect something of the close bonding that goes on between soldiers and sailors, but in a fairly open way so they could be guilty of depravity or saintly behaviour in the same framework

The matlocks where Pirates who got paired (socially, sexually, who knows) and did everything together. So I thought I would try this out.

It hasn't been test played yet, so if anyone fancies doing so i would be interested in results. It may seem a little over powered until you realise the powers are very dependent on both being present.

Level Base Attack Bonus Fort
Save Ref
Save Will
Save Special
1st +0 +0 +2 +0 Sneak attack +1d6, toughness, Twinned dodge, loneliness -1
2nd +1 +0 +3 +0 Symbiotic Skills +1,Combined Reflexes
3rd +2 +1 +3 +1 Sneak attack +2d6, Die Hard, Loneliness -2
4th +3 +1 +4 +1 Brotherly Love , Symbiotic Skills +2
5th +3 +1 +4 +1 Sneak attack +3d6, Run, loneliness -3
6th +4 +2 +5 +2 Encouragement , Symbiotic Skills +3
7th +5 +2 +5 +2 Sneak attack +4d6, Endurance, Loneliness -4
8th +6/+1 +2 +6 +2 Twinned Attack of Opportunity, Symbiotic Skills +4
9th +6/+1 +3 +6 +3 Sneak attack +5d6, loneliness -5
10th +7/+2 +3 +7 +3 Special ability, Symbiotic Skills +5


All of the following are class features of the Matlock.

Weapon and Armor Proficiency: Matlockss are proficient with all simple weapons, plus the hand crossbow, rapier, sap, shortbow, and short sword; they may also take any one exotic weapon.
Matlocks are proficient with light armor, but not with shields.

Lonliness: If a Matlock is denied his mate he loses all class features until he is joined to his mate once again or his mate is replaced. It usually takes 2-4 weeks to bond with another, and this includes drinking, fighting and working together, as well as any other activities both enjoy. The penalty is a morale penalty and applies to all skill and ability checks, saves and to hit roles.

Sneak Attack: If a coupled pair Matlocks attack the same opponent they combine a series of feints and dodges that allow them to strike in unexpected fashions, effectively they can each strike a vital spot for extra damage. Only one of the couple can strike in such a fashion in a round, and the opportunity is randomly decided.

The Matlocks’ attack deals extra damage any time when both Matlocks attack the same target. This extra damage is 1d6 at 1st level, and it increases by 1d6 every two Matlocks levels thereafter. Should the Matlock score a critical hit with a sneak attack, this extra damage is not multiplied.

Ranged attacks cannot count as sneak attacks for Matlocks unless they have the precise shot feet.

With a sap (blackjack) or an unarmed strike, a Matlock can make a sneak attack that deals nonlethal damage instead of lethal damage. She cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack, not even with the usual –4 penalty.

A Matlock can sneak attack only living creatures with discernible anatomies—undead, constructs, oozes, plants, and incorporeal creatures lack vital areas to attack. Any creature that is immune to critical hits is not vulnerable to sneak attacks. The Matlock must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. A Matlock cannot sneak attack while striking a creature with concealment or striking the limbs of a creature whose vitals are beyond reach.

Toughness: paired Matlocks spend a lot of time carousing and training together becoming considerable tougher for the rigours they put eachother through. Thus they gain the toughness feat.

Twinned Dodge: paired Matlocks learn how to look out for each other in close combat situations, parrying, pushing and shoving the other out of the way of incoming blows. Each Matlock gains a +1 AC bonus while fighting with his buddy, this stacks with other dodge bonuses.

Combined Refelxes (Ex): At 2nd level and higher, a pair of Matlocks can add their partners dexterity bonus (if positive) to reflex saves and dexterity checks if both are within 10 feet of each other .

Symbiotic Skills: paired Matlocks work more effectively together. When with their mate is with them they gain the stated bonus on: Balance (Dex), Bluff (Cha), Climb (Str), Escape Artist (Dex), Hide (Dex), Intimidate (Cha), Jump (Str), Listen (Wis), Move Silently (Dex), Search (Int), Sense Motive (Wis), Spot (Wis), Swim (Str), Tumble (Dex), and Use Rope (Dex).

Die Hard: paired Matlocks gain the benefits of the die hard feat as long as neither is completely dead (-10 or below)

Brotherly Love: At this point if one or both Matlocks are affected by an affect requiring a Will saving throw each gains the benefit of the others CHA bonus to the save, if that bonus is positive.

Run (EX): Paired Matlocks run faster together due to the subtle play of competition between them.

Encouragement (Ex): If one Matlock is affected by something requiring a Fortitude saving throw all saving throws related to that condition have a bonus equal to the companions CHA bonus.

Endurance (Ex): A twinned pair of Matlocks endure privations together better than alone, they gain the benefits of the endurance feat.

Twinned Attacks of Opportunity (Ex): If one Matlock is able to make an attack of opportunity, then his mate can also make an attack of opportunity against the same target. This counts against his normal limit of one attack of opportunity per round, unless improved by combat reflexes.

Special Abilities: On attaining 10th level, and at every three levels thereafter (13th, 16th, and 19th), a Matlock gains a special ability of her choice from among the following options.

Crippling Strike (Ex): A Matlock with this ability can sneak attack opponents with such precision that her blows weaken and hamper them. An opponent damaged by one of her sneak attacks also takes 2 points of Strength damage. Ability points lost to damage return on their own at the rate of 1 point per day for each damaged ability.

Evasion (Ex): This is exactly like evasion except if either one of the Matlocks succeeds, both succeed.

Opportunist (Ex): Once per round, the Matlock can make an attack of opportunity against an opponent who has just been struck for damage in melee by the other Matlock. This attack counts as the Matlock’s attack of opportunity for that round. Even a Matlock with the Combat Reflexes feat can’t use the opportunist ability more than once per round.

Skill Mastery: The Matlocks becomes so certain in the use of certain skills that they can use them reliably even under adverse conditions.

Upon gaining this ability, she selects a number of skills equal to 3 + her Intelligence modifier. When making a skill check with one of these skills, she may take 10 even if stress and distractions would normally prevent her from doing so. A Matlock may gain this special ability multiple times, selecting additional skills for it to apply to each time.

True Love (Ex): This ability represents the Matlocks’s ability to wriggle free from magical effects that would otherwise control or compel her. If a Matlock with True Love is affected by an enchantment spell or effect and fails her saving throw, she can attempt it again every round at the same DC if they can see their mate.

If a pair of Matlocks are of different level each gains the feats appropriate to their own level only.

If a pair of Matlocks of different levels are separated they suffer a loneliness penalty according to their level.
#16

zombiegleemax

Jun 08, 2004 9:21:49
Interesting use of a prestege class, might have a play with that one and see how it works out.
#17

zombiegleemax

Jun 08, 2004 9:43:35
Originally posted by John W. Mangrum
Bad link. [/QUOTE

Yeah I know... It was a joke because the name of the site is in french and it sound weird But anywya its an excellent site espececially when they talk about gruesome fairie tale.
#18

zombiegleemax

Jun 09, 2004 0:39:35
Originally posted by LicheHazel
Interesting use of a prestege class, might have a play with that one and see how it works out.

The point being you have to play 2...

Next; The Mutineer.
#19

Morrigan

Jun 09, 2004 13:21:28
Thanks for the link - I don't mind being wrong if I learn something new out of it :D

Have any of you ever read Skull & Bones by Green Ronin? It's one of the best d20 sourcebooks I have, and you could easily grab bits of it for Ravenloft - especially Sourange. There are pirate classes, and a few new magical ones. Making deals with the nastier loa would certainly fit the theme of trading morality for power.

Morrigan
#20

cyrus_hunter

Jun 09, 2004 20:24:54
IMAGE(http://www.synergizedsolutions.com/simpsons/pictures/others/grandpa_sundaybest.gif)

MAAAAAAAAATLOOOOOOOOCK!

Looks alright there, but I couldn't resist the Simpsons reference
#21

zar_niln

Jun 09, 2004 23:13:56
May the MorningLord shine upon you, Cyrus!
#22

cyrus_hunter

Jun 09, 2004 23:51:47
In the Dragonlance expansion: Age of Mortals, there's a base class called the Mariner that is very usable in Ravenloft.

They get a minor form of Bardic Lore, more geared towards rumors, bonuses to Balance, Climb and Profession (Sailor) checks, dirty strike (which is an interesting damage ability, much like sneak attack, but not as restrictive in some ways) and some feats, mainly geared towards fighting.

It's pretty good if you're wanting to play a sailor-type character and since it's non-magical, there is no need to change it around to better fit Ravenloft.
#23

zombiegleemax

Jun 10, 2004 5:30:00
You know, I am really enjoying writing this pirate stuff.....Here is the Mutineer subclass. Strictly speaking not needed because a bard could do the same, but what a neat class ability Evade Justice is.

Once again ... your thoughts.

Mutineer
Hit Die: d6.
Requirements
To qualify to become a Mutineer, a character must fulfill all the following criteria.
Alignment: Any non-lawful
Skills: Bluff 4 ranks, Sense Motive 4 ranks, Perform 4 ranks, Cast 1st level mind affecting spells.
Special:.

Class Skills
The Mutineer’s class skills (and the key ability for each skill) are Bluff (Cha), Climb (Str), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Disguise (Cha), Escape Artist (Dex), Forgery (Int), Gather Information (Cha), Hide (Dex), Intimidate (Cha), Innuendo (CHA), Jump (Str), Listen (Wis), Move Silently (Dex), Open Lock (Dex), Search (Int), Sense Motive (Wis), Sleight of Hand (Dex), Spot (Wis), Swim (Str), Tumble (Dex), Use Rope (Dex).
Skill Points at Each Level: 4 + Int modifier.

Table: The Mutineer

Level Base
Attack
Bonus Fort
Save Ref
Save Will
Save Special
1st +0 +0 +2 +0 Ingratiate 1, Evade Justice +1, charm person
2nd +1 +0 +3 +0 Rabble Rouse (unfriendly), Enthrall
3rd +2 +1 +3 +1 Ingratiate 2, Evade Justice +2, Dire charm
4th +3 +1 +4 +1 Rabble Rouse (violent), Suggestion
5th +3 +1 +4 +1 Ingratiate 3, Evade Justice +3, Silent Treatment

Class Features
All of the following are Class Features of the Mutineer prestige class.

Weapon and Armor Proficiency: Mutineers are proficient with the crossbow (hand, light, or heavy), dagger (any type), dart, rapier, sap, short bow (normal and composite), and short sword. Mutineers are proficient with light armor but not with shields.

Ingratiate: At first level Mutineers can ingratiate themselves with an individual simply though body language and facial expressions. They must spend three uninterrupted rounds studying their target and can then craft their behavior to fits that persons preferences (perform roll DC 10+targets WIS bonus). That person will then feel inclined to take a positive view of the mutineer who gains a +1 inherent bonus to reaction rolls. At every odd level thereafter the mutineer can ingratiate themselves multiple people simultaneously (DC 10+2/target+Targets WIS bonus)

Evade Justice: Mutineers can get away with murder. In situations where someone is likely to pass judgment on them they are able to convey a sympathetic aura to their judges. If found guilty the evade justice modifier is applied to the severity of punishment. At +1 death becomes mutilation, while at +2 it becomes imprisonment, and at +3 a fine of a few coins (see punishment table below). For lesser severity crimes (lashes or a fine) they may not get punished at all.

Charm person: At first level Mutineers can charm a person as if by a spell, simply through social interaction. The Mutineer must talk to the person for three rounds and the target make a Will save (DC=10+Mutineer Level+CHA bonus) or act as if charmed for 1 minute. The Mutineer can do this once per day per level.

Rabble Rouse (unfriendly): At second level Mutineers can turn a crowd nasty with just a few well placed yells and frowns. The Mutineer must make a perform check (DC 10+1/2 number in crowd) and if successful shift the crowds attitude to unfriendly, regardless of their view beforehand.

Enthrall: This is as the second level spell in all regards, except it is an extraordinary ability, the subject of the conversation needs to be based on violence, and the maximum duration is 20 minutes. The Mutineer can do this once per day per level. The Will saving throw is DC 10+Mutineer level+CHA bonus.

Dire Charm: At third level the mutineer can provoke people near him violence against others minimal input (such as “I wouldn’t put up with that, mate”). He subtlety encourages violence in others by body language, frowns, nods, and the like manipulating the target into taking a negative view of the person he is interacting with. If the target fails his Will saving throw (DC 10+Mutineer level+CHA bonus) he lashes out with great violence for 1 round/level of Mutineer.

Rabble Rouse (violent): With this ability the Mutineer can shift a crowd to violent dislike of an individual or group with a few well placed yells and frowns. The Mutineer must make a perform check (DC 10 + number in crowd) and if successful shift the crowds attitude to violent, regardless of their view beforehand.

Suggestion(ex): This is as the second level spell in all regards, except it is an extraordinary ability, the subject of the suggestion needs to be based on violence, and the maximum duration is 20 minutes. The Mutineer can do this once per day per level. The Will saving throw is DC 10+Mutineer level+CHA bonus.

Silent Treatment (ex): At 5th level the Mutineer can use all class abilities silently and apparently without motion (bluff check DC 15), thus rabble rousing just be being in a crowd, or charming just by being nearby. This power is usable once per level per day. It even works with enthrall or suggestion , a very odd sight indeed.
#24

zombiegleemax

Jun 10, 2004 5:58:50
Pirates.... Hmmm. Greed and Gluttony? Check. Pride and Arrogance? Check. Vanity and Rivalry? Check. Wrath and Hatred? Check. Lust? Check. The Supernatural as a malign force? Check. "Monsters" that can walk the streets with no one realizing that depraved evil is among them? Check.

Sounds like a good match to me!

I think I'd cast my vote for a Masque of the Red Death pirate setting. (1) Pirate history is one of my hobbies so I'd probably want to draw heavily on the real world. Plenty of books to use as source material. And the history is so much crazier than what someone would invent. MotRD also has a good system to (2) downplay magic, which you'd probably want to consider. The ability to put a fireball into the riggings or a wall of fire across a deck pretty dramatically changes the feel of piracy. Water walking and flying also make for dramatic if less spectacular changes in combat.

Of course the truely evil villian's ability to walk over water and set the powder kegs of your ship on fire with a baleful gaze...due to his (or her) association with the Red Death...ought to put fear into the most godless PC heart.

One consideration is what stage of "piracy" you want to portray. The Barbary Corsairs? Almost a country onto themselves. Later in the Caribean privateers were still largely linked to their home country and fought their homes rivals. In later stages the Caribean became more civilized and the disposal of booty became harder. The fleets shrank to lone ships. Ultimately they were forced out of the Caribean and to Madagaskar.

I do have a copy of the GR book Skull and Crossbones and like it. The old Birthright product Naval Battle Rules though 2E is also a good thing to have if you can find it. I like their streamlined version of ship to ship combat. Life Under a Black Flag and Pirates: Adventure on the High Seas are the two history books I recomend the most. The later has many of Pyle's (sp?) paintings included which are spectacular for conveying a feel for the age.

-Eric Gorman
#25

awakenings

Jun 12, 2004 22:32:41
I'm surprised nobody's mentioned Saragoss yet. It's got a pirate DL, and it turns people into heartless backstabbers like nobody's business. Anyone used it in a game?
#26

zombiegleemax

Jun 14, 2004 3:20:52
Saragoss...I was thinking about this but it is a very specific type of domain.

Looking at what the players want, they definitely want to be the pirates (powerchecksville coming on, I feel) and so I want to give them opportunities for looting the Core.
#27

zombiegleemax

Jun 15, 2004 16:41:11
Originally posted by Awakenings
I'm surprised nobody's mentioned Saragoss yet. It's got a pirate DL, and it turns people into heartless backstabbers like nobody's business. Anyone used it in a game?

Saragoss to me is a domain dedicated to the older "weekend in hell" adventure and as such (to me anyway) something of a one trick pony. Though the one trick is pretty cool. I've always enjoyed what pirates do ashore as much (sometimes more) as naval combat and usually more than "lost at sea/escape the cursed area" gambits. I would think people would want something more diverse in full fledged ceneter to launch a campaign.

-Eric Gorman
#28

zombiegleemax

Jun 16, 2004 11:14:59
Originally posted by Awakenings
I'm surprised nobody's mentioned Saragoss yet. It's got a pirate DL, and it turns people into heartless backstabbers like nobody's business. Anyone used it in a game?

The problem with Saragoss is that, as HvF said, it's not quite fit for an actual Pirate-campaign, since it's not actually navigable, it being covered in seaweed and all.
#29

zombiegleemax

Jun 17, 2004 0:30:43
arghhh -pirate saying
#30

zombiegleemax

Jun 22, 2004 11:20:44
In my campaign, I've expanded the Sea of Sorrows to the south to include a large chain of islands and coral reefs off the coast of Valachan. However, the pirates of Valachan are actually freedom fighters, fighting against the oppression of the new Valachani Darklord.

-VNM
#31

zombiegleemax

Jun 23, 2004 7:23:07
Originally posted by VNM
In my campaign, I've expanded the Sea of Sorrows to the south to include a large chain of islands and coral reefs off the coast of Valachan. However, the pirates of Valachan are actually freedom fighters, fighting against the oppression of the new Valachani Darklord.

Sounds intriguing! Please tell us more! It's always interesting to hear someone elses take on Ravenloft.