Hidden 5 yrs ago Post by Lucius Cypher
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The year is 7512, in the Transanic Sea. These waters share borders with the mighty nation of Doros, the Xiadan empire, and the Trasis Republic. Though the three nations are not at war, tension is still in the air between them due to various reasons regarding trade, territory, and of course Piracy.

A pirate's life is not a new or unusual one in the lands of Keratia. In a world where a vast majority known is covered in a single massive ocean, travel by sea is the primary means of travel between nations. And for that reason nearly ever nation has a navy and fights for control of the ocean not only from rival nations, but from those within the depths as well. The unknown below, deep beyond where the sun shines, lives ancient civilizations who do not take kindly to the surface dwellers encroaching on their homes, and have attacked any ships that come near them. Trouble is, these same civilizations are not known for their diplomatic abilities. More often than not perfectly harmless vessels are destroyed because they simply stumbled somewhere they did not know they should be.

And thus, while ocean domination is important, it is difficult for those without the capital and will to battle against all enemies. A pirate's life is not an easy one. But for those with the courage and wits it is one that can easily lead you into a life of legends.

You are Talogan Malgrogar. A hobgoblin pirate, an oddity among most sea raiders not only due to your race but also due to your choice of methods. A holy warrior on the ocean almost seems like a joke, however you have already sunken many who dare say as much to your face, and those who know you know that regardless of your piety, you are not the type of holy warrior who will grant mercies or pity to your enemies. Though you captain your own ship, it's crew and armament could use considerable work. Up until now you had been working under a different crew and captain, slowly working your way up to obtaining your own ship, which you've finally done. But there are complications.

It was a simple conundrum of too many predators and not enough prey. You, as well as many others, have committed to piracy, making a handy profit from robbing merchant ships or coastal towns. With the various nations' navies tied up dealing with sea monsters or preparing for war pirates have been scrambling to rob and pillage as much as they can. But now, what few merchant ships that do come around are heavily protected, and what few coastal towns that still remain are too poor to be worth robbing beyond taking villagers as slaves. Many pirate captains have chosen to either sail to other waters to plunder, or even sell their swords to various lords and guilds to raid and plunder other pirates.

As for you, your options were limited. Due to your reputation most common folk, even guards, don't dare encourage your wrath less they taste your blade. But that same vicious reputation has also made you an enemy to most governments capable of actually putting up a fight, and with a bounty of 2000 GP on your head, it's not unusual for some hopeful manhunters or even adventurers to try and come collect. But perhaps you could find a town that doesn't know you. A place where you could start fresh and hopefully clear your bounty. Or perhaps you can just continue patrolling your sea, taking on any rivals or preying on any fools who don't have the means to protect themselves from you.

The choice is yours.
Hidden 5 yrs ago Post by Lucius Cypher
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@rush99999

Here we go.
Hidden 5 yrs ago Post by rush99999
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I have two questions.

Fist, would casting gust of wind into the sails make the ship go faster?

Second, do the buccaneers of Keratia have any sort of Pirate's Code or is it just anything goes?
Hidden 5 yrs ago Post by Lucius Cypher
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Gust of winds will help you move faster, cutting the trip from 10 minutes into 7 minutes.

There’s no general code, as obviously different seas and cultures operate differently. But around the Transantic there’s a few honor codes pirates offer.

1. Always offer parlay. Give your prey one chance to surrender with their life and dignity. Refusing to do so makes you no better than a raider, plus it’s bad for business. The exception are against other raiders aka Privateers aka pirates who work for the government.

2. If a man dies wearing a golden earring, it’s just good manners to give him a proper burial at sea (after you take it of course). These earrings are known as “Deadman’s Gold” and meant to be used by said deadmen to ensure an honorable send off if they die at sea.

3. Basically, no snitching or selling out. Pirates fighting among each other isn’t unusual, but at pirate havens they’re expected to conduct themselves politely if they want to do business there, with merchants and tradesmen who’ll overlook their reputation. But to sell out one another or the havens for your own gain is a quick way to get labeled as a Raider, which basically means even regular pirates don’t think kindly of you.

Naturally theses are just unspoken, generally accepted codes of conduct. Not every pirate follows them and breaking them doesn’t always end badly, or at least not immediately. But beyond that? Pretty much a free for all.

If you were wondering if there’s some pirate code about not raiding a ship already under attack, you can safely know that there’s no real rule against it, and such situations are known as “Feeding Frenzies”, where various other pirate gangs or third parties come in to take what they can. It’s a normal part of the job and minimizing the chances of that happening is a sign of a skilled pirate.
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I think I may have had a little too much fun describing my flag.
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Out of curiosity, how much is the largest bounty any pirate in this world has had or currently has on their head?
Hidden 5 yrs ago Post by Lucius Cypher
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One that's still redeemable? The only one you'll know of is by the name "Cannibal Katalmach", a man who has gained a thirty-miillion Gold Bounty for the destruction of the lands known as Aerta, which is now a wasteland filled with immortal undead and monstrosities who continuously try and escape their sealed off lands to destroy the world. How he pulled this off no one knows for certain, from consorting with demons to bringing back the dragons (Who have only recently been spotted these past two hundred years or so, but many remember their existence and sudden disappearance an odd 6000 years ago). Do note that this disaster happened roughly fifty odd years ago, and the effects of his actions still trouble the world today.

He's known as Cannibal Katalmach because what is certain is that he had the Royal Family of Aerta, both the King, Queen, his three mistresses, all seventeen princes, and twenty two princesses, each individually killed, cooked, and served around the world to each lord, king, emperor, etc, as a statement of revenge. Each one had their hearts removed and a cursed placed upon them so they could not be revived, not even by some of the worlds strongest clerics. It doesn't help that he had somehow managed to get these immaculately served corpses directly into the personal chambers of every nation's ruler somehow at the same time, bypassing magical and mundane defenses and security measures.

Naturally no one knows where he is, only that he was a pirate and he somehow managed to pull this off. Frankly most people don't even consider him real, though the things that he did certainly is true, and many nations do maintain the bounty for him. Many don't even know for certain who he is, if he's indeed a male, though many guess from his name that he may be an orc, of orcish decent, or at least grew up around orcs, which is somewhat sensible since the main lands closest to the Aerta Wastelands are orcish territories.
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Would I be correct in assuming that a 20 would hit the closest sea goblin and that it'd still be alive after 4 points of damage? And before you ask, Talogan's initiative is 21.
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Yes on both counts. I’m in mobile right now so it’ll take me a bit to set up The Initiative count and such. Also for all intents and purposes, your crew will be controlled and commanded by your first mate (aka me) until you give them explicate orders.
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Would it be allowed to say that Talogan has given his crew a preset battle plan follow during every fight without needing to hear it from the captain, so that he doesn't have to give their strategy away to the enemy?
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Sure, just tell me now what you had in mind so I can handle that in my next post.
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Should the sea goblins do more than hide behind meat shields and a fight breaks out, this is what the crew is instructed to do:

If the enemy fights back only from range, everyone must find cover and hunker down before returning fire. With the exception of Derrick, who is under orders to draw as little attention to himself or the fact that he's a healer as he can so that the enemy don't prioritize killing him before he can tend to anyone's wounds or alert the captain if Talogan's closer to the wounded party in question. Having said that, enemy healers are to be killed on sight as quickly as possible, followed by any other caster, and finally any non-casters.

If the enemy manages to board and begin attacking at melee range, all hands save for Derrick, Nyx, Kulee, and Hurrik are to engage the foe in melee. Hurrik is to remain in the crow's nest and fire down at the enemy. Kulee and Nyx are to remain on the bridge, ready to hold against any foe that attempts to seize control of the helm. They are to provide fire support if possible, and alert the captain if any foe attempts to ascend to the bridge. Derrick is to keep his distance from the melee, shoot at any foe who is distracted by another crewman, and either provide healing to those who need it or point out those who aren't looking so good to Talogan if he's closer. Once again, enemy healers are at the top of the kill list, followed by non-healing casters, and then any mundane combatants.

If the enemy attacks with both melee and ranged, Nyx, Kulee, and Hurrik are to take cover and engage the ranged combatants at range while everyone else save Derrick engages the melee combatants. Derrick will make himself inconspicuous and either help the wounded or inform Talogan depending on who's closer. Kill priorities are the same.

Nyx is allowed to freely use any spell that isn't fog cloud, witch bolt, or a 2nd level spell. Those spells are only to be used with the captain's permission. Misty step can be used without prior permission if Nyx needs to escape a deadly situation.

Kulee is free to use Stone's Endurance at any time he feels it necessary.
Hidden 5 yrs ago Post by Lucius Cypher
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Took much longer than I care to admit, but finally got a post out! With a battle map too!
Hidden 5 yrs ago 5 yrs ago Post by rush99999
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Do the sea gobs have more harpoons or were those the only ones?

Also, are they holding onto the harpoon ropes?
Hidden 5 yrs ago Post by Lucius Cypher
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They do still have more harpoons, it appears to be four more. They are indeed holding the ropes as well. I should clarify that their ropes is a type of sea silk rope, so it’s rather thin but still very strong.
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An attack roll of 18 would hit, yes?
Hidden 5 yrs ago Post by Lucius Cypher
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Ye. Feel free to just write your post with the attack and stuff already done. You don’t need to verify with me, just leave it vague if you aren’t certainly it’ll land like “I shoot my Bolt towards his face” instead of wording like “I’ll pin his head against the wall with crossbow bolt” or some such.
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The elves are still tied up, right?
Hidden 5 yrs ago Post by Lucius Cypher
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Ye. It takes them like a full action to try and just wriggle crawl away from the flames, which is slowly spreading on the deck. It at least seems like they properly fire proof the wood, as the only part that is burning is the part your crew oiled up.
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Sorry for taking so long, but I'm back in the groove!
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