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<blockquote data-quote="Jolly Giant" data-source="post: 997150" data-attributes="member: 5278"><p>I've been running a pirate campaign with straigt D&D rules for a couple of years now. It soon became obvious that it just didn't work. Even the greatest warship can be sunk by a simple lightning bolt aimed exactly at the waterline, and a 5d6 fireball in the rigging will destroy a trading ships chances of outsailing the pirates.</p><p></p><p>The campaign went on, though, I just had to introduce a merchant/shipowner with close ties to a major arcane guild to give the PCs a decent challenge and keep things interesting... <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><p></p><p>We also sidetracked along some mini-campaigns within the big one, but the players were always eager to get back to their tropical island hide-out and trusty sailingship.</p><p></p><p>By now the players are at level 19, cruising the outer planes in a custom built, 300ft ship. It has permanent Levitation and is surrounded by a permanent Control Weather spell, so with it's well-experienced blackguard captain at the helm it can fly quite effectively. The ship also has the ability to Planeshift 1/day and whoever is at the helm can use Storm of Vengeance 1/day. Cost the PCs close 3.000.000 gp to make... <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f61b.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":p" title="Stick out tongue :p" data-smilie="7"data-shortname=":p" /> </p><p></p><p>Wow, this got quite long... <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f631.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":eek:" title="Eek! :eek:" data-smilie="9"data-shortname=":eek:" /> I really just wanted to say that even though a classical pirate-style campaign only works under the normal D&D rules up to level 4-5, you can still have an enormous amount of fun by making a pirate-style D&D campaign! (Or maybe a D&D-style pirate campaign..? <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f615.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":confused:" title="Confused :confused:" data-smilie="5"data-shortname=":confused:" /> ) And without bying any extra books...</p></blockquote><p></p>
[QUOTE="Jolly Giant, post: 997150, member: 5278"] I've been running a pirate campaign with straigt D&D rules for a couple of years now. It soon became obvious that it just didn't work. Even the greatest warship can be sunk by a simple lightning bolt aimed exactly at the waterline, and a 5d6 fireball in the rigging will destroy a trading ships chances of outsailing the pirates. The campaign went on, though, I just had to introduce a merchant/shipowner with close ties to a major arcane guild to give the PCs a decent challenge and keep things interesting... ;) We also sidetracked along some mini-campaigns within the big one, but the players were always eager to get back to their tropical island hide-out and trusty sailingship. By now the players are at level 19, cruising the outer planes in a custom built, 300ft ship. It has permanent Levitation and is surrounded by a permanent Control Weather spell, so with it's well-experienced blackguard captain at the helm it can fly quite effectively. The ship also has the ability to Planeshift 1/day and whoever is at the helm can use Storm of Vengeance 1/day. Cost the PCs close 3.000.000 gp to make... :p Wow, this got quite long... :eek: I really just wanted to say that even though a classical pirate-style campaign only works under the normal D&D rules up to level 4-5, you can still have an enormous amount of fun by making a pirate-style D&D campaign! (Or maybe a D&D-style pirate campaign..? :confused: ) And without bying any extra books... [/QUOTE]
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