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General Tabletop Discussion
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Actively Evil PCs & a Pirate Sandbox?
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<blockquote data-quote="LostSoul" data-source="post: 6519287" data-attributes="member: 386"><p>Sounds cool!</p><p></p><p></p><p></p><p>I'd probably just say that the Pirate Lord that rules over the PC's starting port has a subordinate that wants to usurp him. That leaves more options for the players - they can side with one party or another, or pit them against each other and take power themselves, or just stay out of the whole thing.</p><p></p><p>I like the necromancer idea. Having them slowly grow to become more and more of a threat is a neat idea. I'd probably do something like expand the territory of the necromancers each week/month and start replacing random encounters with necromancers with growing frequency.</p><p></p><p>(You might want a mechanic to determine who, if anyone, "controls" the sea lanes.)</p><p></p><p>Is there a relationship between the new Emperor and the necromancer?</p><p></p><p>As for the PC's status with various groups, you could use the Loyalty and Morale mechanics - when the PCs ask someone for aid, make a Wisdom save at DC (10 - current group Loyalty). Or maybe expand Loyalty so that it starts at 10 and works up to 20 and down to 0, where 20 is the new 10 and 0 means they'll risk life and limb to <em>harm</em> the PCs. Then you can make Wisdom saves to see if they'll aid the PCs (DC 20 - current Loyalty) or try to harm the PCs (DC is the current Loyalty score). Or just eyeball it. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /></p></blockquote><p></p>
[QUOTE="LostSoul, post: 6519287, member: 386"] Sounds cool! I'd probably just say that the Pirate Lord that rules over the PC's starting port has a subordinate that wants to usurp him. That leaves more options for the players - they can side with one party or another, or pit them against each other and take power themselves, or just stay out of the whole thing. I like the necromancer idea. Having them slowly grow to become more and more of a threat is a neat idea. I'd probably do something like expand the territory of the necromancers each week/month and start replacing random encounters with necromancers with growing frequency. (You might want a mechanic to determine who, if anyone, "controls" the sea lanes.) Is there a relationship between the new Emperor and the necromancer? As for the PC's status with various groups, you could use the Loyalty and Morale mechanics - when the PCs ask someone for aid, make a Wisdom save at DC (10 - current group Loyalty). Or maybe expand Loyalty so that it starts at 10 and works up to 20 and down to 0, where 20 is the new 10 and 0 means they'll risk life and limb to [i]harm[/i] the PCs. Then you can make Wisdom saves to see if they'll aid the PCs (DC 20 - current Loyalty) or try to harm the PCs (DC is the current Loyalty score). Or just eyeball it. ;) [/QUOTE]
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