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looking for shipwrecks
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<blockquote data-quote="Razjah" data-source="post: 6082029" data-attributes="member: 98806"><p>I don't know any good maps, but Paizo does have the ship pack of Game Mastery mats and cards. </p><p><a href="http://paizo.com/cgi-bin/WebObjects/Store.woa/wa/search?q=ship+pack&includeUnrated=true&what=products&f=brand%2FGameMastery+Maps&includeUnavailable=true&sort=0" target="_blank">This</a> has the ship pack, interior ship pack to stack with it, and the flip mat for pirate ships. They may be able to help. </p><p></p><p>As for the adventure being plot insignificant, I would just fast forward. It takes X time searching the wrong wrecks before you find the Crown's Glory. Or bring this in to be plot relevant. This vessel may have seen the Crown's Glory last and have a captain's log, chart, or rutter (ship's pilot's book describing all the details of the travel that could help the pilot navigate) describing the location of the ship they are looking for. Otherwise this adventure may feel like filler to your players. </p><p></p><p>As for adventure ideas? It is a shipwreck, which would generally imply it being derelict. So the ship could be breaking apart. Perhaps this ship was the last one to see the Crown's Glory. With the merfolk attacking, or use <a href="http://www.d20srd.org/srd/monsters/sahuagin.htm" target="_blank">Sahuagin </a>in force. The adventure could become a race to find the captain's log describing the location of the Crown's Glory before the ship is nothing but drift wood. The Sahuagin may be speeding the process of the ship's destruction-trying to herd the party to a trap. </p><p></p><p>Ghosts could be cool too. If you have played Oblivion, it could be similar to the mission to get the crystal ball from a ship's hold. The crew who were killed during the wreck could still haunt the ship and try to fight the party as they search for a way to find the Crown's Glory. Wights, Wraiths, or other haunts could be used if you don't want ghosts.</p></blockquote><p></p>
[QUOTE="Razjah, post: 6082029, member: 98806"] I don't know any good maps, but Paizo does have the ship pack of Game Mastery mats and cards. [URL="http://paizo.com/cgi-bin/WebObjects/Store.woa/wa/search?q=ship+pack&includeUnrated=true&what=products&f=brand%2FGameMastery+Maps&includeUnavailable=true&sort=0"]This[/URL] has the ship pack, interior ship pack to stack with it, and the flip mat for pirate ships. They may be able to help. As for the adventure being plot insignificant, I would just fast forward. It takes X time searching the wrong wrecks before you find the Crown's Glory. Or bring this in to be plot relevant. This vessel may have seen the Crown's Glory last and have a captain's log, chart, or rutter (ship's pilot's book describing all the details of the travel that could help the pilot navigate) describing the location of the ship they are looking for. Otherwise this adventure may feel like filler to your players. As for adventure ideas? It is a shipwreck, which would generally imply it being derelict. So the ship could be breaking apart. Perhaps this ship was the last one to see the Crown's Glory. With the merfolk attacking, or use [URL="http://www.d20srd.org/srd/monsters/sahuagin.htm"]Sahuagin [/URL]in force. The adventure could become a race to find the captain's log describing the location of the Crown's Glory before the ship is nothing but drift wood. The Sahuagin may be speeding the process of the ship's destruction-trying to herd the party to a trap. Ghosts could be cool too. If you have played Oblivion, it could be similar to the mission to get the crystal ball from a ship's hold. The crew who were killed during the wreck could still haunt the ship and try to fight the party as they search for a way to find the Crown's Glory. Wights, Wraiths, or other haunts could be used if you don't want ghosts. [/QUOTE]
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