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<blockquote data-quote="Morrow" data-source="post: 1409406" data-attributes="member: 301"><p>You might also want to check out:</p><p></p><ul> <li data-xf-list-type="ul">Dead Man's Quest (Dungeon 107)</li> <li data-xf-list-type="ul">Consequence of Vice (EN World Player's Journal 1)</li> <li data-xf-list-type="ul">Tales of Freeport</li> <li data-xf-list-type="ul">Hell in Freeport</li> </ul><p></p><p>You should take some time thinking about whether or not you want to include firearms in your campaign. I think ships firing massive broadsides into each other from short range really adds something stylistically to a swashbuckling game. However, some folks just don't go for guns in their fantasy, and adding them does require some thinking about all of the consequences. For firearm rules check out the Dungeon Master's Guide, Freeport: The City of Adventure, Iron Kingdoms, or SpirosBlaak (coming soon from Green Ronin). There are undoubtedly other options. I might go with the DMG just for simplicities sake, the others are more accurate in one way or another, but all require incorporating new rules into your campaign.</p><p></p><p></p><p></p><p>FREEPORT SPOILERS BELOW</p><p></p><p></p><p></p><p></p><p>You might find away to tie your half-orc to Drak Sockit and the Sons of Krom. Even if he's tied to them somehow, make sure that he faces enough prejudice in Freeport that the Sons of Krom will seem like a great idea when they show up in Black Sails. It will be an effective way to interest a character who might not otherwise care about Freeport politics into the Sea Lord succession fight.</p><p></p><p>Perhaps the temple of Harrimast or the temple of the God of the Sea has particular teachings about people who have been saved by drowning by the will of the gods. Is the person considered blessed? Is specific behavior expected of them to thank the gods? Are they expected to prophecy, or otherwise show the faithful the gods intentions? </p><p></p><p>Or perhaps the Dwarf's amnesia can be explained in a similar fashion to that of Lucius, from Death in Freeport. The prospect of someone else who has had a similar experience may create some immediacy to the investigation of Lucius' disappearance. And what if the Lucius' kidnappers find out about the dwarf? He might become their next victim.</p><p></p><p>The party is really going to be hurting without a cleric. Not only is there the healing problem, but Freeport adventures seem to feature undead quite a bit. In particular, Madness in Freeport has several encounters with undead that inflict ability damage.</p><p></p><p>As you are going through the modules be on the look out for ways to make the environment more swashbuckler friendly. Add chandeliers, ropes, and tapestries to swing on, include crates, tables, and other large objects to jump between, or behind. Opponents should make liberal use of tumbling, disarm, trip, and bull rush. Encourage your players to do the same. The Freeport modules are somewhat lacking in women (or men) to woo, and clever rivals to engage in battles of words. Add them wherever you can. Finally, the Death-Terror-Madness cycle calls for a lot of time in port. You'll have some time between Death and Terror, use it to get the characters aboard ship so they don't forget what its like to be a pirate. </p><p></p><p>That's all I've got for the moment. Can you tell I have ambitions to run a Freeport campaign? Be sure to post how it works out for you. We can never have too many Freeport story hours.</p><p></p><p>Morrow</p></blockquote><p></p>
[QUOTE="Morrow, post: 1409406, member: 301"] You might also want to check out: [list] [*]Dead Man's Quest (Dungeon 107) [*]Consequence of Vice (EN World Player's Journal 1) [*]Tales of Freeport [*]Hell in Freeport [/list] You should take some time thinking about whether or not you want to include firearms in your campaign. I think ships firing massive broadsides into each other from short range really adds something stylistically to a swashbuckling game. However, some folks just don't go for guns in their fantasy, and adding them does require some thinking about all of the consequences. For firearm rules check out the Dungeon Master's Guide, Freeport: The City of Adventure, Iron Kingdoms, or SpirosBlaak (coming soon from Green Ronin). There are undoubtedly other options. I might go with the DMG just for simplicities sake, the others are more accurate in one way or another, but all require incorporating new rules into your campaign. FREEPORT SPOILERS BELOW You might find away to tie your half-orc to Drak Sockit and the Sons of Krom. Even if he's tied to them somehow, make sure that he faces enough prejudice in Freeport that the Sons of Krom will seem like a great idea when they show up in Black Sails. It will be an effective way to interest a character who might not otherwise care about Freeport politics into the Sea Lord succession fight. Perhaps the temple of Harrimast or the temple of the God of the Sea has particular teachings about people who have been saved by drowning by the will of the gods. Is the person considered blessed? Is specific behavior expected of them to thank the gods? Are they expected to prophecy, or otherwise show the faithful the gods intentions? Or perhaps the Dwarf's amnesia can be explained in a similar fashion to that of Lucius, from Death in Freeport. The prospect of someone else who has had a similar experience may create some immediacy to the investigation of Lucius' disappearance. And what if the Lucius' kidnappers find out about the dwarf? He might become their next victim. The party is really going to be hurting without a cleric. Not only is there the healing problem, but Freeport adventures seem to feature undead quite a bit. In particular, Madness in Freeport has several encounters with undead that inflict ability damage. As you are going through the modules be on the look out for ways to make the environment more swashbuckler friendly. Add chandeliers, ropes, and tapestries to swing on, include crates, tables, and other large objects to jump between, or behind. Opponents should make liberal use of tumbling, disarm, trip, and bull rush. Encourage your players to do the same. The Freeport modules are somewhat lacking in women (or men) to woo, and clever rivals to engage in battles of words. Add them wherever you can. Finally, the Death-Terror-Madness cycle calls for a lot of time in port. You'll have some time between Death and Terror, use it to get the characters aboard ship so they don't forget what its like to be a pirate. That's all I've got for the moment. Can you tell I have ambitions to run a Freeport campaign? Be sure to post how it works out for you. We can never have too many Freeport story hours. Morrow [/QUOTE]
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