Emperor Valerian said:
I'm thinking the first session or two I'll have them take orders from someone, just as a vehicle to give them info on the locations, then let them decide.
I'm not sure it's necessary that they take orders from someone, but perhaps they need to hire a guide -- a local familiar with the waters and the ways of the sea.
Emperor Valerian said:
Do any of these supplements contain rules for designing unique ships? I think they'd find it neat, especially if they become involved in high-seas combat (whether they hold letters of marque or are just outright pirates) that at some port they can commission a special ship for themselves...
I'd recommend
Seas of Blood. There is a variety of ships, including some fatastical, each with costs and build-times to give you some idea of the complexity. There are a couple pages of deck layouts as well, and templates for ghost ships,etc. There are crew member templates, guides to trade on the seas, monsters, magic etc. It's one of the best all-around fantasy nautical books.
Having said that, I'll add that my personal favorite for ship rules and sea battles is
Broadsides! Largely this is because I prefer their mechanics for ship design, sailing and combat. However, the rules are a little more complicated than most of the other ship-to-ship rules. I like the prestige classes in Broadsides! better than most of the similar books as well. The sea magic in Broadsides is partly ritualistic, designed to fit into the publiser's Twin Crowns campaign setting.
By the way, if you need a port town, consider
Streets of Silver, also set in the Twin Crowns campaign, but easily usable in other locales. Parma is very much a renaissance-style fantasy city similar to Venice, Italy. It's incredibly detailed, and one of the best and most underrated citybooks in all of d20.
Skull & Bones is a pretty much a separate d20 game. If you want to run a historical "Pirates of the Caribbean" campaign, it's the only way to go. However, it's value is pretty limited as a fantasy supplement.
Corsairs is S&B's ship supplement, and provides additional ships and rules for that game. There's not much fantastical in it.
As a source of adventure ideas, I strongly recommend
Buccaneers and Bokor, the quarterly pdf 'zine by the publishers of S&B. Although, so far, all the info in it has been focused on the historically based Caribbean of S&B, the material is pretty creative and would be easily transferable. In addition, Skarka, the editor, noted above that B&B may soon include more fantasy material. That would definitely make future issues a must-buy for you. Back issues are available in a discount bundle.
Swashbuckling Adventures is a d20 version of 7th Sea, and is dominated by prestige classes unique to Theah, the 7th Sea campaign world. I've found some of these classes useful in my S&B game as a way to connect Europe with the Caribbean, but if you're running a fantasy game in a home-brew, save your cash.
Ships and Sea Battles is a supplement to Swashbucking Adventures, focusing on nautical affairs. Although most of this is also set in Theah, it is packed with info on passengers, descriptions of seaways, and details on several port towns. There's a lot of good info and ideas, but it would take some work to transfer them to other settings.
For seaborne adventure ideas, you may also want to pick up
En Route II: By Land or by Sea. This is a book of miscellaneous adventure ideas published by Atlas Games. A lot of them are short encouters, but others offer the possibility of being developed into more if you wanted.
Carl