Let's talk about pirates in your game

Arrrrr, I know a tale.

In one of my longer running campaigns a couple of years ago, gnomish pirates were the scourge of the seas. The players never actually ran into them, but every now and then heard rumors of how ruthless the gnomes were. For instance, they would hear powerful mentors talking about the "gnome pirate" problem as they approached, or hear rumors of the horrors unleashed by gnome pirate sorcerers as they eavesdropped on the guards of their enemies, or a group of tough boisterous barbarians would be heard in a tavern suddenly becoming quiet and subdued when the subject of gnome pirates came up. Little scenes like "How did you lose your hand?"..."Pirates....damn gnomes, I don't want to talk about it." Ale shortages from the piracy created adventures for them such as protecting their favorite tavern's stock from rivals.

At first, they were amused.

But after about a year and a half of hearing about the gnome pirates every other session or so, and of seeing the repercussions of the piracy, I noticed they chuckled less over the prospect of gnome pirates, and became a little more subdued themselves. This change in attitude was more pronounced when I started running adventures in the docks area of a large city in the campaign, with all those tall ships in the harbor. They started actually analyzing rumors to try to find some weak spot for gnome pirates. They never saw a gnome or pirate or gnome pirate the whole campaign, but the subtle forshadowing had a major effect on their behavior. They were somewhat afraid of sailing and kept to the city.

Finally though, they came upon an opportunity to thwart their enemies at sea that they could not resist. An ancient dwarven stoneship captured by their enemies had docked to take on supplies. They knew that if they hijacked the ship and gave it back to the dwarves, they would have powerful allies. But if the lizardmen foes knew that humans had captured the ship, or worse had attempted to steal it and failed, there would be a terrible reprisal against the city. And so they used a veil spell to appear as gnome pirates. Half the session was spent describing their outfits and various limbs missing, and smells, and talking like a pirate...gnome style.

Later, rumors of their exploit caught the attention of the real gnome pirates, who were not amused at the prospect of rivals, and these great heroes lived in what can only be described as fear of the ocean. Gnome pirates are the only thing to ever scare these players.
 

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Yarr! Pirates be havin' no place in me land-lubber gamers. I run me games without ships 'er sails and me players likes it like that. Arr!
 

I'm GMing a GURPS4e fantasy pirates campaign (three sessions so far) - inspired by GURPS Cabal, GURPS Infinite Worlds, GURPS Swashbucklers, GURPS Powers, The Primal Order: Chessboards, and the One Piece anime & manga!

The PCs all live in a TL3-5 fantasy world without large continents but with lots of small continent-like islands (size between Australia, Greenland, and Madagascar) and thousands of smaller islands (think Caribbean or the Phillipines). Non-human races are almost unknown, magic and firearms are rare but known. Some people have heard about those who have eaten of the so-called demon food - strange kinds of fruits or fish that can sometimes be found in the ocean - and received weird one-of-a-kind powers in return...

The catch is that this world, known to be *round* by its inhabitants, has hidden "edges" - and those who know how to find and cross these weird frontiers can actually sail out of this world into the True Ocean that lies beyond! This ocean is actually the Pearl-bright Ocean of Cabal's astral plane, an endless sea which separates the astral realm from the iconic realm, and which contains whole worlds like islands in its waters...
 

When we ended my last session, the PCs had teleported into the main lair of a thief's guild (in a port town). They have taken a few arrows of sneak attack, but not actually seen or spoken to anyone.

Thus, everyone in the guild is now a pirate. Yay! (... I mean, Yarrr!)

-- N
 

I played in a short pirate campaign run by CarlZog here on the boards (Joe/Warehouse) played in it too. It was combination of Skull & Bones and some other d20 stuff. Very story-based and with lots of cinematic action and the rules were handle fairly loosely (which was nice for the feel of the setting).

Best of all, Carl is the closest thing to a pirate that I know so that helped everyone get into character! :cool:

I still have grand designs of running a pirate campaign in Freeport using the Grim Tales rules. I mean pirates are just kewl.
 

My current PC--a gnome cleric/rogue--is the son of a retired pirate, who served as chief engineer on the Little Death, steampowered galleon of the dread dwarven pirate Firebeard and his dastardly crew of dwarves, gnomes and halflings. It hasn't factored into the campaign yet, but if we ever make it to Ptolus or Freeport, I'm hoping it does.

The pbp I'm running on the same board is currently set in a small coastal port city based on Saltmarsh from DMGII, from which I'm hoping to launch Savage Tide once I've gotten my feet wet as a DM. So there's a lot of pirate 'flavour' to the place, although it's just backdrop stuff at the moment.
 

Aye mates it started when a bonny gem calling itself the Orb of Lies says that she has gotten tired of concealing thier terrible bloody sword, and instead given it to a ship piolting in the dream world to drop into an area of slow time.

The Orb then confessed that it learned later the ship had been taken over by new owners, who were less trustworthy. So the land lubbers had to chase a ship o bucanners through the plane of dreams. After a long chase they found a githzari monestary that had recently suffered fromm a priate raid, and then found the ship - Githyanki priates swarming on her decks, the fighters, rogues and Psion were all a hard fight, but it was the dam bard that nearly did them in.

They found no sign on the sword, and sailed (badly) the ship back to home port. It had been stolen, although the orginal owners would have preferred that the starboard hull not have had a disinitgrate hole punched in it. But were happy to take the priate booty stored in the hull (minus a few choice items)

The Orb of lies, when quetioned more closely revealed that the sword was not lying invisable in the SW corner of the same room it had always been in. (this was true, it was in the SE corner)

A valuble lesson was learned - dont believe the orb of lies! really amazing how long it took them to learn this. (although they are still trusting it on another matter - methinks they ha' forgotten who it was that told them)
 


Aye we have had Eberron Airship Pirates attack the PCs in their ship before.
It was pretty fun.
Hopefully thar be more piratey goodness in the future. Yarr
 


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