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oxinabox
2009-07-25, 10:09 PM
So I'm doing a nautical campaign.
And the PC"s were invited to join a fleet crossing the Dark Water (read 2-3 month worth of sailing the deadly'est seas to get to 'india' for ivery silk and spice)
So this fleet consistes of: (Max complimenty/required for sailing)
A greatship: (500/20)
a Junk: (50/7) * junk has a windcharmed sails and moves at at twice the speed expected of a junk
A caravell: (30/7)

So the Great ship ios priamairy carrying cargo, currently gold and riches, but will be traveling to a pirate island to pickup some (3 score tonne) captured cloves (on thing that in this setting isn't availiale in india).

the fleet is leavign fro ma priatte cove before going to the islands to pick up the cloves, then going heading out into the dark water.

So the The Junk an d the Caravell are going to contain the fighting power.
Total complement, warriors. little cargo. also full compliment of seige engines
Heavy Balista, maybe some mongonals/
THe great ship will contain ~150 crew. with the rest of the space being taken with cargo

the PC's have a Caravel and a half caravel (half the size but 15 ft faster).
With full complement of ~lvl 3 sailing flying monkey's armed with crossbows and tridents. plus a lvl 8 dwarf. and a lvl 5 bard. and a lvl 4 Healer.
the party is lvl 10s: ninja 7/pirate 3. archivist 3/wizard 3/mystic thurge 4, crazy 'lete raptorian fighter 10.

they've been brought on too up the fighting power more so.
Before they make it to the dark sea I'll lvl the crew of monkey's.


Now the PC's have a plan to betray the fleet, and take all the vestle before they reach the darkwater.
The description of the fleet's sailors was "12 score of the scurviest sailors that ever sailed the seas."
That puts them at average lvl 10 at least>
Now I have 240 sailors to prepare.
For lvl 4 deck hands to lvl 13+ Admiral of the Fleet.
Plus 2 captains lvl 11ish.
Plus each would have there magic users.
Warlocks, Wu jen, Druids.

Any suggestions on making them fast?













Of topic - reminder to self:

Great ship and junk are reinforced with magic to be stronger than addymant. caravell has iron platting on the sides.
sorry just got to remember that i can prevent the raptorian with addymant footspike, and who always lands on his feet (who takes no fall damgae for 150 ft (he can't hit people though, i worked rules for that), )can't just smash though anything.
Also Hit foot spikes may be addymant, but they are pointy, so he'll break his feet: Make a fort Save agains having your toes shattered. No this isn;'t falling damage, this is punching you fists through a wall type damage.

ShneekeyTheLost
2009-07-25, 10:36 PM
Sorry, you lost me at the Pirates of Dark Waters reference...

Keld Denar
2009-07-25, 10:42 PM
Man, can you even find that show anywhere? I haven't seen it in days. I'm a little hesitant to look though. Its like one of those magical things that you remember being so amazing when you were young, and then when you experience it again after 15ish years is a total letdown...

Needless to say, I have reservations. :(

oxinabox
2009-07-25, 10:42 PM
Sorry, you lost me at the Pirates of Dark Waters reference...

It's not a reference.
Darkwater is the name of an ocean in my setting.

playswithfire
2009-07-26, 12:24 AM
First, Pirates of Dark Water was excellent, even if it's not relevant.

Second, I think the easiest way is to break it down by what you need and figure out where you can repeat things to generate your fleet quickly.

You say you have an admiral and 2 captains, each of whom presumably command a ship. Since 240 is divisible by 3, you can make 3 identical crews of 80 (including command officers). Within each crew, you'll want (list of ranks trimmed from the wikipedia entry on piracy):


The Captain/Admiral: Paladin of Tyranny/Warblade/Crusader
A second in command/Master of the boat: Bard or Bard/ToB
A (probably mainly melee) boarding party
Chief Gunner: Bard or Bard/ToB
mundane gunners
magical artillery
A quartermaster: Rogue or Factotum/Fighter
deckhands and enlisted crew
Doctor: Cleric
possibly a small medical staff


Medical staff is probably more clerics.
Deckhands/crews are probably Rogues, Fighters and swashbucklers.
Magical artillery are your Warlocks, Wu Jen, etc
Mundane gunners are anything with Profession(siege engineer)
(with a few marshals with the right auras mixed in with each set of gunners)
Boarding parties are probably Barbarians, Swashbucklers, ToB classes and some druids whose animal companions help get people across.

Don't know if that helps, but that's how I'd break it down.

oxinabox
2009-07-26, 01:23 AM
playswithfire:
Thank you for clarifying my thoughts>
However.
You missed the fact that the 3 ships are of Vastly different sizes>

A greatship: (500/20) (of which i'll fill only 100)
a Junk: (50/7) (of which I'll fill 50)
A caravell: (30/7) (of which I'll fill 30)

I'm Not going to ToB, agaist my players, except for the Capatains.

A quartermaster: great idea. Factotum all the way.
With his underlings who are Fighters - with clubs.
with maybe a beguiler, for trade purposes.



A second in command/Master of the boat: Bard or Bard/ToB
or Marshal from minitures handbook.
(with many one the bigger ship, as you suggested, amounds those operating seige equiptement)


Doctor: Cleric
or Healer from Minitures.
Or that other healer class, umm, ahh what was it. divine healer?
Clerics aren't so common in this setting.
They don't work ships.
cos well the god of the Sea Hates his priesthood.
Like Really Hates them.

Also currently I only have 2 gods. (i'm creating them as needed:smallredface:)
Nerath - The Father of Storms (watery-death, Storms, Ocean, and Dream domains.)
Laturn - the Earth mother (Community, Healing and Fruit/Crops domains)

Proably if you moved inland pc's would encounter.
Setreine - the Stream Sister (Water, Healing, Oasis, Dream domains)