Alastir Wade

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I used dice instead of chips for "distance down" and went with 10' intervals (5 was just too fiddly, but would be more accurate)- players at one interval can attack the same level or 1 up or down. I also required movement costs of x2 to go down (reduced to x1 at -3 ACP, x.5 at -6 ACP) and x.5 to go up (change to x1 at -3 ACP, x2 at -6 ACP). If you have good weight, I made sinking 40'/turn the max rate (affects things in the final encounter, book 1).

This has worked out really well for us in the game


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I ended up creating a "pecking order" type mentality in the shackles based upon reputation.

Council Pirates.
Free Captains.
Other established pirates.
Newbies.

PCs are always free to go to a port in the shackles, but without a dangerous rep, they are anyone's meat. This gives incentive to climb the ranks. If players still insist on going, use some role playing in port to bring it up- merchants treat them badly, bartenders ignore them, whores laugh at them, other pirates (Gortus Svard!) pick fights, etc.

Also, it is noted (somewhere...) that most free captains are "sponsored" by other free captains. Going it on your lonesome is supposed to be difficult and dangerous... and fun for evil GMs everywhere.


As a GM, I would allow sturdy hull to stack, but not the 2 types of plating. It seems to me this would follow the "types of bonuses" default rule. Also - look at things that reduce/increase cargo space this way for mutually exclusive items... I don't allow my players to have things like narrow hull and expanded hold stack.


Zaister wrote:
Ayrphish wrote:
Anyone worried that their players will get bored for the first 20 days? Seems like it could get pretty repetitive.
Players can go exploring the ship during the time, interact with lots of NPCs and do lots of stuff they can come up with. If they have no interest in that, I guess rolling the dice for the days can happen rather quickly, but then you probably have the wrong group for this AP.

Be prepared to get creative. Good players will probably start hatching all kinds of vengeful schemes, bloody feuds, and evil plots quickly. I recommend using any friendly NPCs to emphasize 2 things: 1)The Captain is such a Bad @$$ that overt actions will get the players killed. 2)Nasty practical jokes are a good way of getting their own back - as long as nobody is caught.

Also, if you want to prevent a quick revolt the moment the Captain sails over the horizon, use the same NPCs to say "hold off for a few days for him to be well and truly gone..."


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Yeah, there will be Shenanigans. I am running this AP currently, and have some of the most creatively devious players it has ever been my pleasure to play with on the crew. Things I have learned:

1) Cleric = create water... the "need to get fresh water" thing DOESN'T WORK. Be prepared with an alternative reasoning for doing things.
2) Mage, Cleric, Druid, Sorcerer, Witch, etc = using magic (especially orisons like message, mending, etc.) to make "hard time" on the first voyage easier.
3) If your players don't figure it on their own, emphasize before starting the game that the players need at least one "face" character, and skills will be important, especially profession (sailor).
4) Unless you don't mind cutting your own throat against a good combat player in the second adventure module, change the weapon on Gortus Svard...
5) If you want to challenge players plundering the high seas, you need to use things like convoys, escorts, q-ships, etc. The base ships listed in book 2 will quickly be easily overwhelmed and boring.
6)In book 2, be sure to read the behavior patterns for the "beast of mancatcher cove" carefully... it makes a difference.
7)If your players are like mine, they will begin building a fleet long before the book says they will... read ahead.
8) Consider getting "Ultimate Campaign" for building (& charging the gold for) the inevitable pirate base.

I hope this helps.