Pirates and d20

JPL said:


It seems to me that one invaluable asset would be some really nice ship schematics...some nice cross-sections and floorplans and such. Get the players to really visualize that big creaky ship and smell the salt air and taste the rum. [Not that I'll serve rum...]

well, this is sorta what i am making. ships to miniature scale, removable topdecks for entering the bowels. i think it may just be right up your alley :)
 

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Skull & Bones is going to print very soon now. It gives you everything you need to run a swashbuckling pirate game, either straight up or with vodoo magic and supernatural elements.
 

alsih2o said:


well, this is sorta what i am making. ships to miniature scale, removable topdecks for entering the bowels. i think it may just be right up your alley :)

Ooooh, preeeety!

[Maybe in lieu of an albino ape, I could just have a little monkey mascot? Pirates, zombies, capoeira, and a monkey...yes, that seems to work...]

Edit:

Chris Pramas, could you tell me a little about how classes are handled in Skull & Bones? Any new base classes, or is it the standard plus new prestige classes?
 
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LI's Pirates! debuts at GenCon, it includes various PrC'sbased on both real and fictional pirates, includes a few settings for use with your pirates and a realistic overview of what "life on account" was like. It incorporates a pirate tradition for some of the fantasy races as well. Within are new feats, spells, equipment, ships, magic items, templates, and of course magic items. The cover is by Clyde Caldwell and totally rocks.

One of the best parts of the book is that it shows you what life was really about on pirate ships, and explains the rules pirates lived by. The movie did a nice job of introducing those rules. That movie captured the essence of what we try and do with our products. We love sea adventure, it gives you nearly infinite adventure possibilities. Think of Jason and the Argonauts or Odysseus, it was seafaring that alowed them to have such varied adventures.

We're all very excited and hope you take a look. Anyone who loves pirates and sea adventure should stop by our booth at GenCon, pull up a bar stool and share some grog with us...

Edited: to add Ships to miniature scale!!! That's a great idea! What ships are you planning on making?
 
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Scrimshaw, an upcoming NPC in my undersea campaign, is a dread pirate (S&S) that was animated as a bone creature (BoVD), then spellstitched (MM2). Granted, I'll have to work on his galleon, a bit, as the captain went down with his ship. ;)
 

Pramas said:
Skull & Bones is going to print very soon now. It gives you everything you need to run a swashbuckling pirate game, either straight up or with vodoo magic and supernatural elements.

Hey! What kind of synergy will there be between Skull & Bones and your Freeport stuff ( which I dig! )?
 

alsih2o said:


well, this is sorta what i am making. ships to miniature scale, removable topdecks for entering the bowels. i think it may just be right up your alley :)

What are they made of, and what do they cost? And how much is shipping? :cool:

PS
 

An alternative to regular carribean pirate settings would be to make something out of the pirates of the mediterrenean sea in the 14th century (if I recall correctly), when christians and mosleems fought each other. That could be an interresting campaign (keep the cultures, change the religions).
 

JPL said:
It seems to me that one invaluable asset would be some really nice ship schematics...some nice cross-sections and floorplans and such. Get the players to really visualize that big creaky ship and smell the salt air and taste the rum. [Not that I'll serve rum...]

I agree. I've got the Mongoose deckplans, but they're pretty spare. It would be great to have detailed maps for ships: on deck, below decks, and some kind of rigging map. Something that you could blow up and to 1"=5' and use as a battlemap would be great. I'd pay money for it.

Morrow
 

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