Bag Island as a UC kingdom


Advice


So I am running skull and shackles and my PCs went off the rails. They are 8th level and just claimed bag island for their own.

Bag island itself looks big enough to cover 5 hexes and another 10 unclaimed hexes for the loop of surrounding islands.

The 3 settlements in the exist in the kingdom the smallest has 3 buildings while the largest has 6. I base this on population.

What would you put in each one and would you have any hex improvements?

Also how would you account for all the trade coming through?

I do not want build each pirate lords little kingdom but the all the crossing trade agreements should be econ boost. Also they would not have trade routes but instead pray on them.

I guess I just need a little guidance on how to run things from here.


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Pathfinder Adventure Path, Starfinder Adventure Path Subscriber

Firstly watch out for the dragon to the east.

Do not worry too much about the population sizes for the buildings the populations mean exactly 0 in the ultimate campaign rules. And the buildings do not just represent one building it is a bit abstract.

Buildings for the settlements I would have a guild hall, for ship related building and fitting and waterfront for the largest settlement + inns and dance halls (brothels) and a couple of houses or tenements, maybe a black market but the waterfront would probably suffice.

The smaller settlements should have at least a pier and a tavern. The economy generated from these could be from port fees. As for terrain improvements I think at fisheries at the least on all available hexes and there appear to be some hills/mountains at the top so a mine or quarry would not be out of place.

There is some forest and swamp so sawmill in one hex with accompanying mill.

Consider special resources, good fish, precious metals or pearls to reward the players.

The trade can be accounted for by the income and stability generated by claiming a water or river hex (if you can get to 16 hexes that's +4 economy and +2 stability)

Of the trade not that much would reach the rulers and the above probably covers that. If you want more of the trade build more buildings that will get more of the pirates spent booty.

As for setting up each individual pirate lord I would just use their "kingdom size" to determine the BP generated possibly 1 per 5 hexes. and maybe charge a BP to keep trade open for each partner ( could be paid for by excess in the consumption phase)

I would also change the whole system to plunder to maintain the pirate feel 1 BP = 4 plunder may work.

My 2 cents

good luck

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