In part 3 of this series, the adventure background implies that the PCs should know all about the false governor through Montblanc's journal, yet they don't get hold of this journal in Part 1 or Part 2. Is this an error or have I missed something?
I've already played through Salvage Rights as part of my Skull & Bones campaign, and the PCs are about to move on to A Widow, A Necklace and a Skeleton Key after a side trip to Tortuga to get their ship repaired & sell loot. The first adventure went well, but there were a few player queries about why Montblanc would abandon the Scarborough and get into a longboat during a storm!
Books used last session Black Horse Parsantium campaign: 4e core rules, Player's Handbook 2 (invoker), Adventurer's Vault, Wrath of the River King. Dulwich Parsantium campaign: 4e core rules, Forgotten Realms Player's Guide (genasi, swordmage), Players' Handbook 2 (barbarian), Dragon (Playing Gnolls), Sellswords of Punjar (the adventure) Lands of Intrigue: 3.5 core rules, Arcana Evolved (unfettered), Ptolus, Spell Compendium, Complete Book of Eldritch Might, The Banewarrens (the adventure), Book of Nine Swords (Desert Wind), Monster Manual V (demons)
Last edited by RichGreen; 24th September 2006 at 08:04 PM..
Reason: missed a bit!
Hello, I'm the author of said adventures, so I suppose I'm the best equipped to answer these questions.
As to your first question, the PCs should have obtained Montblanc's journal during Salvage Rights. It is found aboard the Scarborough. If the PCs don't have it, and you think they need this information, they will have the opportunity to learn about Montblanc's shady dealings during part three, Never Make a Deal with a Pirate (by talking to people in the pirate hideout). Alternately, the PCs can also learn this information during part two - some of the pirates they encounter may be aware of the deal between Montblanc and the false Governor.
As to your second question, Montblanc feared for his life moreso than any personal belongings. The storm was fierce enough to cause all hands to abandon ship rather quickly. Any items left aboard the Scarborough were due to the haste of the exit. Of course the reason the False Governor wants someone to recover the Scarborough is because of the incriminating evidence (see the Journal answer above) aboard ship.
I hope that helps! Happy gaming!
__________________ He knows the score... he gets the women... and he kills the bad guy. If you hire him to kill the bad guy... better make damn sure the bad guy isn't you! EN World Community Supporter
Currently running "In the Shadow of Giants" [OOC] | [IC] | [RG]
Hello, I'm the author of said adventures, so I suppose I'm the best equipped to answer these questions.
As to your first question, the PCs should have obtained Montblanc's journal during Salvage Rights. It is found aboard the Scarborough. If the PCs don't have it, and you think they need this information, they will have the opportunity to learn about Montblanc's shady dealings during part three, Never Make a Deal with a Pirate (by talking to people in the pirate hideout). Alternately, the PCs can also learn this information during part two - some of the pirates they encounter may be aware of the deal between Montblanc and the false Governor.
As to your second question, Montblanc feared for his life moreso than any personal belongings. The storm was fierce enough to cause all hands to abandon ship rather quickly. Any items left aboard the Scarborough were due to the haste of the exit. Of course the reason the False Governor wants someone to recover the Scarborough is because of the incriminating evidence (see the Journal answer above) aboard ship.
I hope that helps! Happy gaming!
Thanks for replying!
They did pick up the log of the Scarborough in the first adventure, but not Montblanc's journal. The adventure seems to suggest Galloway thinks they have it when they go to get paid, but they don't. I'll do what you suggest and give them a clue or two in Leogane or Hell's Cove.
We played again last night and did the first bit of "A Widow, A Necklace and A Skeleton Key" -- the players are coming up with all sorts of conspiracy theories which is quite fun for me as GM. For example, was it a coincidence that the Muere estate was robbed on the day before the widow returned when no one knew she was coming back?
I've got a few other plots running at the same time and everyone is enjoying the game. When will the fourth part be published?
Books used last session Black Horse Parsantium campaign: 4e core rules, Player's Handbook 2 (invoker), Adventurer's Vault, Wrath of the River King. Dulwich Parsantium campaign: 4e core rules, Forgotten Realms Player's Guide (genasi, swordmage), Players' Handbook 2 (barbarian), Dragon (Playing Gnolls), Sellswords of Punjar (the adventure) Lands of Intrigue: 3.5 core rules, Arcana Evolved (unfettered), Ptolus, Spell Compendium, Complete Book of Eldritch Might, The Banewarrens (the adventure), Book of Nine Swords (Desert Wind), Monster Manual V (demons)
They did pick up the log of the Scarborough in the first adventure, but not Montblanc's journal. The adventure seems to suggest Galloway thinks they have it when they go to get paid, but they don't. I'll do what you suggest and give them a clue or two in Leogane or Hell's Cove.
We played again last night and did the first bit of "A Widow, A Necklace and A Skeleton Key" -- the players are coming up with all sorts of conspiracy theories which is quite fun for me as GM. For example, was it a coincidence that the Muere estate was robbed on the day before the widow returned when no one knew she was coming back?
I've got a few other plots running at the same time and everyone is enjoying the game. When will the fourth part be published?
Cheers
Richard
Hmm. I'll have to go back and look at the adventure. I'm pretty sure the Journal is aboard the Scarborough.
The bit about the robbery is pure coincidence - the robbers are looking for Muere's son, who knows the location of Montblanc's treasure. But I'd let the players think what they want!
Part four should appear in the next issue of Buccaneers & Bokor. Not sure when that will be.
__________________ He knows the score... he gets the women... and he kills the bad guy. If you hire him to kill the bad guy... better make damn sure the bad guy isn't you! EN World Community Supporter
Currently running "In the Shadow of Giants" [OOC] | [IC] | [RG]
Books used last session Black Horse Parsantium campaign: 4e core rules, Player's Handbook 2 (invoker), Adventurer's Vault, Wrath of the River King. Dulwich Parsantium campaign: 4e core rules, Forgotten Realms Player's Guide (genasi, swordmage), Players' Handbook 2 (barbarian), Dragon (Playing Gnolls), Sellswords of Punjar (the adventure) Lands of Intrigue: 3.5 core rules, Arcana Evolved (unfettered), Ptolus, Spell Compendium, Complete Book of Eldritch Might, The Banewarrens (the adventure), Book of Nine Swords (Desert Wind), Monster Manual V (demons)
Yes, the fourth adventure is the last in the series. There are, however, suggestions at the end of the adventure as to how you might go about extending the story past the end of the fourth adventure.
__________________ He knows the score... he gets the women... and he kills the bad guy. If you hire him to kill the bad guy... better make damn sure the bad guy isn't you! EN World Community Supporter
Currently running "In the Shadow of Giants" [OOC] | [IC] | [RG]
Yes, the fourth adventure is the last in the series. There are, however, suggestions at the end of the adventure as to how you might go about extending the story past the end of the fourth adventure.
Cool. I'll let you know how it goes. The PCs should be off to Leogane next, but they have a voodoo priestess to speak to in the swamp down the coast as well and may visit her first.
Books used last session Black Horse Parsantium campaign: 4e core rules, Player's Handbook 2 (invoker), Adventurer's Vault, Wrath of the River King. Dulwich Parsantium campaign: 4e core rules, Forgotten Realms Player's Guide (genasi, swordmage), Players' Handbook 2 (barbarian), Dragon (Playing Gnolls), Sellswords of Punjar (the adventure) Lands of Intrigue: 3.5 core rules, Arcana Evolved (unfettered), Ptolus, Spell Compendium, Complete Book of Eldritch Might, The Banewarrens (the adventure), Book of Nine Swords (Desert Wind), Monster Manual V (demons)
We played on Monday and the PCs (with some prompting) went to Leogane where the adventure went pretty much as written. A couple of players thought that Soliere was a bit bonkers for getting them to fight Montblanc's men and were pleasantly surprised by the 500 doubloons, but I figured that was fine!
They're off to Hell's Cove next I guess, hopefully via the swamp.
Books used last session Black Horse Parsantium campaign: 4e core rules, Player's Handbook 2 (invoker), Adventurer's Vault, Wrath of the River King. Dulwich Parsantium campaign: 4e core rules, Forgotten Realms Player's Guide (genasi, swordmage), Players' Handbook 2 (barbarian), Dragon (Playing Gnolls), Sellswords of Punjar (the adventure) Lands of Intrigue: 3.5 core rules, Arcana Evolved (unfettered), Ptolus, Spell Compendium, Complete Book of Eldritch Might, The Banewarrens (the adventure), Book of Nine Swords (Desert Wind), Monster Manual V (demons)