I'm starting a Freeport campaign next week, and need some help. Here's what I got so far.
Adventures to use:
Maiden Voyage
Death in Freeport
Terror in Freeport
In the Belly of the Beast
Madness in Freeport
Black Sails Over Freeport
Cast of Characters:
Elf Monk with Major Gold Dragon bloodline. LG. His people are organized around families, each with a separate dragon bloodline. His family hasn't had a major bloodline for 2-3 thousand years, since the gold dragon patron died (probably at the hands of Yaresh, but haven't yet decided). He was hailed as the redemption of his family, the leaders of the elven nation, untill he left because of something they did (haven't yet decided).
Half-Orc Barbarian. NN. He was cast out of his tribe, with little or no explanation. I was thinking that his tribe had a prophecy about a half-orc leading them into ... something good ... and since then, they exile half-orcs as a testing ground, to help him find his way. Could be him, could be someone else.
Dwarven fighter, named Hustler. NE (This is a new player, so even though he chose evil as an alignment, I'm sure he'll end up following the other's lead.) Fights in traditional dwarven style: dwarven waraxe and shield. Didn't really have anything for him yet, perhaps amnesia after the captain of their ship fished him out of the water. Would explain his ... unique ... name.
The Captain. NPC. I'm going for someone like Jack Sparrow, flamboyant (sp) and eccentric.
And now I'm stuck. I don't really have anywhere to go with this yet, and the backgrounds haven't been given to the players yet, so if you have any other suggestions, shoot away. We'll be starting at first level. I'm shooting for a feel similar to Pirates of the Carribean, with lots of action.
These guys are going to be pirates, but nice ones, in a way. I'm thinking that Freeport sits on a major trading lane (IMC), and the Sea Lord has given his approval to raid any ship not paying their dues. To keep the PC's as the good guys, (and to highlight the swashbuckling style) I'm ruling that the merchants they raid aren't killed at 0 hp, just forced by their wounds to surrender. The "privateers" of Freeport will have a reputation of not killing, so I'm thinking this, with the high availability of healing, will mean most merchants will give up the loot, knowing they can always sail home alive.
My players can get pretty bloodthirsty, so I'm thinking there are pirates that either a) kill merchants, and burn the ships, because its fun, or b) will follow the "good" pirates, and raid them after a combat with merchants. These pirates will fight to the death (the penalty for murder on the high seas, according to the Sea Lord's law) rather than surrender, giving my players the opportunity to kill and maim. Of course, this won't be too common, as I think they'll have enough opportunity to slate their bloodthirst on the "bad guys" in the published adventures.
Wow, sorry about the lengthy rambling, now on to my questions.
1. Are there any simple rules, not in the core books, that I should check out? We're using a lot of rules from UA (defense bonus, bloodlines, players roll all the dice), so I am open to new rules, if they're dirt cheap.
2. Do you have any suggestions for pc backgrounds, or how to work them into the published adventures? Like I said above, the players haven't set up backgrounds yet, so if you have any ideas with what I've given you, speak up.
3. How can I change the published adventures, to better fit in the swashbuckling/piratey feel? (For example, placing the demon diamond from In the Belly of the Beast on one of the prison barges, instead of in the sewers.)
4. And finally, any other advice on how to run a campaign like this?
Thanks for all your help, mates.
Adventures to use:
Maiden Voyage
Death in Freeport
Terror in Freeport
In the Belly of the Beast
Madness in Freeport
Black Sails Over Freeport
Cast of Characters:
Elf Monk with Major Gold Dragon bloodline. LG. His people are organized around families, each with a separate dragon bloodline. His family hasn't had a major bloodline for 2-3 thousand years, since the gold dragon patron died (probably at the hands of Yaresh, but haven't yet decided). He was hailed as the redemption of his family, the leaders of the elven nation, untill he left because of something they did (haven't yet decided).
Half-Orc Barbarian. NN. He was cast out of his tribe, with little or no explanation. I was thinking that his tribe had a prophecy about a half-orc leading them into ... something good ... and since then, they exile half-orcs as a testing ground, to help him find his way. Could be him, could be someone else.
Dwarven fighter, named Hustler. NE (This is a new player, so even though he chose evil as an alignment, I'm sure he'll end up following the other's lead.) Fights in traditional dwarven style: dwarven waraxe and shield. Didn't really have anything for him yet, perhaps amnesia after the captain of their ship fished him out of the water. Would explain his ... unique ... name.
The Captain. NPC. I'm going for someone like Jack Sparrow, flamboyant (sp) and eccentric.
And now I'm stuck. I don't really have anywhere to go with this yet, and the backgrounds haven't been given to the players yet, so if you have any other suggestions, shoot away. We'll be starting at first level. I'm shooting for a feel similar to Pirates of the Carribean, with lots of action.
These guys are going to be pirates, but nice ones, in a way. I'm thinking that Freeport sits on a major trading lane (IMC), and the Sea Lord has given his approval to raid any ship not paying their dues. To keep the PC's as the good guys, (and to highlight the swashbuckling style) I'm ruling that the merchants they raid aren't killed at 0 hp, just forced by their wounds to surrender. The "privateers" of Freeport will have a reputation of not killing, so I'm thinking this, with the high availability of healing, will mean most merchants will give up the loot, knowing they can always sail home alive.
My players can get pretty bloodthirsty, so I'm thinking there are pirates that either a) kill merchants, and burn the ships, because its fun, or b) will follow the "good" pirates, and raid them after a combat with merchants. These pirates will fight to the death (the penalty for murder on the high seas, according to the Sea Lord's law) rather than surrender, giving my players the opportunity to kill and maim. Of course, this won't be too common, as I think they'll have enough opportunity to slate their bloodthirst on the "bad guys" in the published adventures.
Wow, sorry about the lengthy rambling, now on to my questions.
1. Are there any simple rules, not in the core books, that I should check out? We're using a lot of rules from UA (defense bonus, bloodlines, players roll all the dice), so I am open to new rules, if they're dirt cheap.
2. Do you have any suggestions for pc backgrounds, or how to work them into the published adventures? Like I said above, the players haven't set up backgrounds yet, so if you have any ideas with what I've given you, speak up.
3. How can I change the published adventures, to better fit in the swashbuckling/piratey feel? (For example, placing the demon diamond from In the Belly of the Beast on one of the prison barges, instead of in the sewers.)
4. And finally, any other advice on how to run a campaign like this?
Thanks for all your help, mates.