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D&D Older Editions
Pirates of the Emerald Coast (3.5)
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<blockquote data-quote="Imaculata" data-source="post: 6702162" data-attributes="member: 6801286"><p>In this pirate campaign I often have to come up with random vessels on the fly. For example, if the party stumbles upon a shipwreck, what kind of ship is it? And what cargo was it carrying? For this purpose I came up with this system. First, roll a D8 for the type of vessel. Then note the cargo quality level behind the ship. Next roll a D20 for the value of that cargo. </p><p></p><p> </p><p> <table style='width: 100%'><tr><td> <br /> </td><td> <strong>Roll D8 for vessel type</strong><br /> <br /> </td><td> </td><td> <p style="text-align: center"><strong>Roll D20 for corresponding cargo quality</strong></p> </td><td></td><td></td><td></td></tr><tr><td> <strong>D8</strong><br /> </td><td> <p style="text-align: center"><strong>Derelict vessel</strong><br /> </p> </td><td> <p style="text-align: center"><strong>Cargo Quality </strong></p> </td><td> <p style="text-align: center"><strong>Poor</strong></p> </td><td> <p style="text-align: center"><strong>Average</strong></p> </td><td> <p style="text-align: center"><strong>Good</strong></p> </td><td> <p style="text-align: center"><strong>Total Cargo value</strong></p> </td></tr><tr><td> <p style="text-align: center"><strong>1</strong></p> </td><td> <p style="text-align: center">None</p> </td><td> <p style="text-align: center">-</p> </td><td> <p style="text-align: center"><strong>1-5</strong></p> </td><td> <p style="text-align: center"><strong>1-2</strong></p> </td><td> <p style="text-align: center"><strong>-</strong></p> </td><td> <p style="text-align: center">Empty cargo hold</p> </td></tr><tr><td> <p style="text-align: center"><strong>2</strong></p> </td><td> <p style="text-align: center">Diving Bell</p> </td><td> <p style="text-align: center">Poor</p> </td><td> <p style="text-align: center"><strong>6-10</strong></p> </td><td> <p style="text-align: center"><strong>3-5</strong></p> </td><td> <p style="text-align: center"><strong>1</strong></p> </td><td> <p style="text-align: center">400gp</p> </td></tr><tr><td> <p style="text-align: center"><strong>3</strong></p> </td><td> <p style="text-align: center">Bathysphere</p> </td><td> <p style="text-align: center">Average</p> </td><td> <p style="text-align: center"><strong>11-15</strong></p> </td><td> <p style="text-align: center"><strong>6-10</strong></p> </td><td> <p style="text-align: center"><strong>2-3</strong></p> </td><td> <p style="text-align: center">800gp</p> </td></tr><tr><td> <p style="text-align: center"><strong>4</strong></p> </td><td> <p style="text-align: center">Launch</p> </td><td> <p style="text-align: center">Poor</p> </td><td> <p style="text-align: center"><strong>16-20</strong></p> </td><td> <p style="text-align: center"><strong>9-15</strong></p> </td><td> <p style="text-align: center"><strong>4-8</strong></p> </td><td> <p style="text-align: center">1,600gp</p> </td></tr><tr><td> <p style="text-align: center"><strong>5</strong></p> </td><td> <p style="text-align: center">Pinnace</p> </td><td> <p style="text-align: center">Average</p> </td><td> <p style="text-align: center"><strong>-</strong></p> </td><td> <p style="text-align: center"><strong>16-18</strong></p> </td><td> <p style="text-align: center"><strong>9-13</strong></p> </td><td> <p style="text-align: center">3,000gp</p> </td></tr><tr><td> <p style="text-align: center"><strong>6</strong></p> </td><td> <p style="text-align: center">Cog</p> </td><td> <p style="text-align: center">Average</p> </td><td> <p style="text-align: center"><strong>-</strong></p> </td><td> <p style="text-align: center"><strong>19-20</strong></p> </td><td> <p style="text-align: center"><strong>14-16</strong></p> </td><td> <p style="text-align: center">6,000gp</p> </td></tr><tr><td> <p style="text-align: center"><strong>7</strong></p> </td><td> <p style="text-align: center">Caravel</p> </td><td> <p style="text-align: center">Good</p> </td><td> <p style="text-align: center"><strong>-</strong></p> </td><td> <p style="text-align: center"><strong>-</strong></p> </td><td> <p style="text-align: center"><strong>17-18</strong></p> </td><td> <p style="text-align: center">15,000gp</p> </td></tr><tr><td> <p style="text-align: center"><strong>8</strong></p> </td><td> <p style="text-align: center">Longship</p> </td><td> <p style="text-align: center">Good</p> </td><td> <p style="text-align: center"><strong>-</strong></p> </td><td> <p style="text-align: center"><strong>-</strong></p> </td><td> <p style="text-align: center"><strong>19-20</strong></p> </td><td> <p style="text-align: center">30,000gp</p> </td></tr></table><p> Next you want to know what types of goods are on board the ship. Roll a D10, and then find the correct column matching the previously rolled cargo quality. You can pick any of the listed goods in that block, or a mix of all those things. For example, if I roll 4, for a launch, which contains poor quality goods, with a 14 for the value (which is 800gp).</p><p></p><p> </p><p> I can then roll a D10. If I roll a 1, that means that the ship is a Launch containing 800gp worth of Onions, Green Peas, Green Beans, Cherries, Currants, Walnuts and Hazelnuts. Its that simple.</p><p> </p><p> <table style='width: 100%'><tr><td> <br /> </td><td> <p style="text-align: center"><strong>Cargo type</strong></p> </td><td> <p style="text-align: center"><strong>Roll a D10 for Cargo contents</strong></p> </td><td></td><td></td></tr><tr><td> <p style="text-align: center"><strong>D10</strong></p> </td><td> </td><td> <p style="text-align: center"><strong>Poor, Common Goods</strong></p> </td><td> <p style="text-align: center"><strong>Average, Rare Goods</strong></p> </td><td> <p style="text-align: center"><strong>Good, Exotic Goods</strong></p> </td></tr><tr><td> <p style="text-align: center"><strong>1</strong></p> </td><td> <p style="text-align: center">Dried Goods</p> </td><td> <p style="text-align: center">Onions, Green Peas, Green Beans, Cherries, Currants, Walnuts, Hazelnuts</p> </td><td> <p style="text-align: center">Apples, Carrots, Raisins, Mushrooms, Tomatoes, Almonds, Chest Nuts</p> </td><td> <p style="text-align: center">Apricots, Peaches, Figs, Pears, Dates, Prunes, Cashews, Pistachios, Pine Nuts</p> </td></tr><tr><td> <p style="text-align: center"><strong>2</strong></p> </td><td> <p style="text-align: center">Fabric</p> </td><td> <p style="text-align: center">Sackcloth, Cotton</p> </td><td> <p style="text-align: center">Leather, Wool, Linen<br /> </p> </td><td> <p style="text-align: center">Silk, Velvet, Fur</p> </td></tr><tr><td> <p style="text-align: center"><strong>3</strong></p> </td><td> <p style="text-align: center">Furniture</p> </td><td> <p style="text-align: center">Cheap furniture</p> </td><td> <p style="text-align: center">Quality furniture</p> </td><td> <p style="text-align: center">Ornate furniture</p> </td></tr><tr><td> <p style="text-align: center"><strong>4</strong></p> </td><td> <p style="text-align: center">Metals</p> </td><td> <p style="text-align: center">Iron, Zinc, Lead, Brass</p> </td><td> <p style="text-align: center">Bronze, Copper, Tin, Silver<br /> </p> </td><td> <p style="text-align: center">Palladium, Electrum, Gold, Platinum</p> </td></tr><tr><td> <p style="text-align: center"><strong>5</strong></p> </td><td> <p style="text-align: center">Lumber</p> </td><td> <p style="text-align: center">Local, Cheap</p> </td><td> <p style="text-align: center">Unusual, Rare</p> </td><td> <p style="text-align: center">Exotic, Foreign<br /> </p> </td></tr><tr><td> <p style="text-align: center"><strong>6</strong></p> </td><td> <p style="text-align: center">Alcohol</p> </td><td> <p style="text-align: center">Ale, Mead, Cheap Rum, Scotch, Sherry</p> </td><td> <p style="text-align: center">Rice wine, Cheap Grog, Rum, Whiskey</p> </td><td> <p style="text-align: center">Tequila, Wine, Brandy, Dwarven Stout, Gin, Pirate Grog</p> </td></tr><tr><td> <p style="text-align: center"><strong>7</strong></p> </td><td> <p style="text-align: center">Paint and Dyes<br /> </p> </td><td> <p style="text-align: center">Common</p> </td><td> <p style="text-align: center">Unusual, Rare</p> </td><td> <p style="text-align: center">Exotic</p> </td></tr><tr><td> <p style="text-align: center"><strong>8</strong></p> </td><td> <p style="text-align: center">Rugs & Tapestries</p> </td><td> <p style="text-align: center">Common, Cheap</p> </td><td> <p style="text-align: center">Unusual, Rare</p> </td><td> <p style="text-align: center">Exotic, Foreign</p> </td></tr><tr><td> <p style="text-align: center"><strong>9</strong></p> </td><td> <p style="text-align: center">Spices</p> </td><td> <p style="text-align: center">Coriander, Dill weed, Mint, Garlic, Horseradish, Salt Juniper, Oregano, Parsley, Rosemary, Thyme</p> </td><td> <p style="text-align: center">Rose Hips, Poppy Seed, Laurel, Cinnamon, Tarragon</p> </td><td> <p style="text-align: center">Nutmeg, Saffron, Mace, Turmeric, Cloves, Ginger, Pepper</p> </td></tr><tr><td> <p style="text-align: center"><strong>10</strong></p> </td><td> <p style="text-align: center">Exotic Items</p> </td><td> <p style="text-align: center">Tobacco, Sarsaparilla, Chillies</p> </td><td> <p style="text-align: center">Coffee, Coconut, Paprika, Pimento, Betel</p> </td><td> <p style="text-align: center">Lotus, Hickory Nuts, Pineapple, Black Walnuts, Vanilla, Maple Sugar, Black Betel</p> </td></tr></table><p>[ATTACH]70299[/ATTACH]</p><p></p><p>Of course no pirate campaign is complete without a treasure hunt. The party discovered this remarkable old map inside the portrait of the infamous pirate Black William, who terrorized the Emerald Coast some years ago. The map showed strange islands in the shape of skulls and monsters. Places that did not match up with any of the locations on the actual world map (the colored map beneath it in the picture).</p><p> </p><p> But a popular pirate shanty gave them an important clue. Many pirate crews had their own lyrics for the song Hanging Johnny, you see. And it was up to the players to find out what the lyrics were that the dreaded pirate "Black William" used on board his ship. Luck would have it that he had the lyrics tattooed onto the breasts of the infamous Scurvy Scarlet. A female pirate captain with the dirtiest mouth in the entire Emerald Coast. And this "lady" in massive air quotes, also earned her nickname due to rumors regarding the diseases she left her lovers with. The captain of the party "sacrificed" his own health to have a gander at the lyrics, among other things. This lead to him not only discovering the correct words to the song, but also to an interesting dialogue between the two characters. This would establish Scurvy Scarlet as an important character to be reckoned with.</p><p></p><p> </p><p> After learning the lyrics, the party was able to match some of the words in the song, with symbols on the folding lines on the back of the map. Now they knew how to fold the map. After folding it, the map revealed an entirely different (and much smaller) map. Yes, when you fold the various parts of the map in on themselves, the fantasy islands disappear, and become actual islands as seen on the world map. There were still plenty of strange geographical anomalies on the map that did not match the actual world map. But as they would later find out, this isn't a map of the surface, but of the underworld! Yes, the treasure is not hidden above the waves, but beneath it! The party will have to travel into the ice cold depths of the realm of the dead, to find the treasure!</p><p></p><p></p><p><strong>A duel to the death!</strong></p><p> </p><p> One of the npc crew members of the party, has gotten himself into a bit of a dicey situation. Rummy, the notorious drunk, has long been the comic relief character in the campaign. But now his hilarious romantic pursuits have gotten him into hot water. The father of his girlfriend is a rich merchant, who does not like Rummy very much. So he has arranged a marriage for his daughter with a rich nobleman. And when Rummy confronted the nobleman, he was challenged to a DUEL TO THE DEATH!</p><p></p><p> </p><p> In classic times a duel was a common way to settle disputes, and I wanted to inject a bit of historical accuracy into my campaign, especially regarding nobility. I also felt that it would be interesting to have the players be indirectly involved. By making an npc the victim of this duel, the outcome is less in the hands of the players, and they have to come up with a way to change the outcome of what's basically a death sentence. Rummy is a pirate and a decent fighter, but the nobleman has enjoyed a life time of the highest sort of training in fencing. In other words, Rummy is no match for this man. Also, the nobleman can choose to pay the best sword man in Vertesaux a lot of money to fight for him. So on both counts Rummy is screwed.</p><p></p><p> </p><p> So now the party is trying to come up with all sorts of ways to save Rummy's life. Will they cheat? Will they take his place and fight for him? Will they break the law, and perhaps assassinate the nobleman? Or will they try and teach Rummy some fencing in the short time that remains? They know that if they get caught cheating, they will forfeit the duel, and probably also be arrested. And they know that judges will be appointed, who will be checking for cheating and for the use of magic.</p><p> </p><p> I have provided them with the name of an expert sword man that they could hire to train Rummy, but what the players do not know, is that this man has already been bought! As a storyteller I also have another ace in my pocket. One of the female npc's on board the crew is of nobility herself, and could potentially offer to marry the nobleman instead, to end the duel. Which would be a massive bombshell of a twist.</p><p></p><p> </p><p> As a storyteller, I do not know how this will play out exactly. The outcome is unclear, but it is incredibly exciting to get the players so involved with the fate of one npc. This is one heck of a situation, yet it fits the story so well. It feels completely like what the logical outcome of this sub-plot should be. Now I'm really curious what clever plan the players are going to surprise me with.</p><p></p><p></p><p><strong>The Eternal Depths</strong></p><p> </p><p> My campaign is slowly but surely putting more focus on the underworld, known as The Eternal Depths. What is The Eternal Depths you may ask? It is a Netherworld for those who have drowned. Sailors believe that when you drown at sea, your soul travels to the Eternal Depths. This realm used to be ruled by the good ocean deity The Lady of the Waves, who would guide the souls of the dead to the god of Death. He would then weigh their sins, and take them to the actual afterlife. But the evil entity known as Hydra has taken over this realm, and banished The Lady of the Waves, by corrupting her sanctum (The Cathedral of Light). One of the cultures in my setting, the Kooghans, fear death at sea for this very reason. This is why they all wear armor made of wood and reed, that floats in water, so they won't drown.</p><p></p><p> </p><p> Now the Eternal Depths are a dismal place. They are a shadowy copy of the mortal realm, only the temperatures are sub-zero. Many ancient buildings that can be found topside, can also be found down below. However, the topography of the Depths are not a one-on-one copy of the mortal realm. For example, beautiful grass lands up above, are now icy wastes down below.</p><p> </p><p> The Eternal Depths are extremely cold. It resembles a giant underground cavern with an infinite ceiling. It is covered in complete darkness, with a land mass of glassy black rock, surrounded by The Sea of the Dead. This is literally a sea made from lost souls that are stuck here. An endless ocean of grief and sorrow. The ceiling of the Depths is covered in an icy mass of swirling clouds, that instantly freeze anything they touch. Within these clouds Hydra lurks, like a giant anteater. It has long feeding tubes that reach down to the land below, and consumes the souls of the dead. Once Hydra eats your soul, it is forever destroyed. But apart from your soul being devoured by Hydra, you also don't want to be forgotten. Because a forgotten soul freezes into an icy statue, and all your life becomes meaningless and without purpose. Sometimes though, if a frozen soul is remembered again in the mortal realm, it will defrost. But the frozen wastes are littered with countless icy statues of forgotten souls.</p><p> </p><p> <strong>The ancient Oarsmen</strong></p><p> </p><p> The Oarsmen are a dwarfish people, who specialize in diving, and salvaging of shipwrecks. They hunt treasures beneath the waves. Oarsmen are short of stature, none of them have beards, and they are covered in tattoos. They are all incredibly strong, and take offense if they are called "dwarves". One of the Oarsmen captains has a special interest in the Eternal Depths, and believes that if they dive deep enough, they may be able to reach it, which is very dangerous. But a lot of their old lore is lost. The Oarsmen used to have enormous magical knowledge, and their ancestors created magical runes that could ward off Hydra. Many ancient Oarsmen structures are still warded to this very day. The ancient Oarsmen knew how buildings were mirrored in the Depths, and so they made sure that their magic worked on both worlds. This is why it is impossible for Hydra, Hydra servants, or the dead, to enter these structures.</p><p></p><p> </p><p> <strong>Hydra and his servants</strong></p><p> </p><p> Hydra is a cosmic entity with strong influence on water. It is not at all like it's Greek mythology namesake. It is not a dragon with countless heads, but a ginormous mass of tentacles and horrific mouths and arms. It is close to an evil deity, and worshiped by many evil cultists. The Eternal Depths are full of various frightening and powerful servants of Hydra. Hydra's power in the mortal real is limited however. It cannot materialize in a realm that is so dominated by other deities that oppose it. Instead, it has agents on the surface that do its bidding. On rare occasion Hydra may send a living ship up to the surface to seek out its enemies.</p><p></p><p> </p><p> <strong>Looking ahead</strong></p><p> </p><p> With all these details in place, it is unavoidable that my players will some day venture into the Eternal Depths. They have already had a peek at this netherworld, and they've already fought one of Hydra's living ships. Then run into servants of Hydra quite often, and it is only a matter of time before the players go to Hydra, or Hydra comes to them. I plan to have Hydra's agents try and give their deity a foothold in the mortal realm, in the form of harbors where its vessels can safely rise to the surface. The players will either need to stop Hydra's servants and block their plans from completing, or they will need to take out what ever structures Hydra builds on the surface. Eventually the players will also need to find the Cathedral of Light, and restore the sanctum of the Lady of the Waves, so she regains her power over the Eternal Depths.</p><p></p><p></p><p><strong>More on the duel to the death</strong></p><p> </p><p> The players have about 2 weeks (in game) to find a solution to their crew member's duel to the death. Or let me rephrase that: Duel to HIS death. They've discussed the option to fight for him, which would probably get someone else killed, they've discussed cheating, and the punishment for getting caught, and they've discussed a more political approach. One of the big problems is that for the duel each party appoints one wizard to check if the other party is not cheating with magic. The duel must be fought with one sword. No armor, no shield, no magical items or spells, no potions, no firearms, no cheating, no other weapons.</p><p></p><p> The players must appoint a wizard for themselves, but they are also trying to figure out which wizard was chosen by the nobleman. If they learn his identity, they may be able to bribe him, kill him, and/or impersonate him. Well, as it turns out the wizard in question is a very dangerous one, who is now at the top of their kill list. The wizard is tied into two plot lines in fact, so they have twice the reasons to kill him. One problem: he is very very dangerous, and he has a lot of dangerous henchmen who are all wizards.</p><p> Another approach that they are attempting, is to manipulate the rich benefactor of the merchant (whose daughter is at the heart of this conflict). They have found out who the merchant serves, and they will try to play the game that way.</p><p> </p><p> Cheating is a valid way to win the duel, as long as the players do not get caught. If they do get caught however, they automatically lose the duel, and may be hanged. If they do not show up for the duel, they lose by default.</p><p> </p><p> There are of course still a few things that the players do not know. They do not know that the nobleman whom their crew member is supposed to duel, intends to appoint the best sword fighter in Vertesaux to fight for him. The very same sword fighter that the players want to approach to teach their crew member how to fight. However, the nobleman is very proud. If their crew member decides to fight himself, the nobleman will feel pressed to do the same. His honor demands it. If however the players appoint one of their own to fight, then the nobleman will do the same. This is bad, because this sword fighting teacher is of course a much better sword fighter than even the nobleman.</p><p></p><p> </p><p> The sword fighting teacher does not believe in duels to the death however, and will refuse to take a life just to settle a silly argument. Once the opponent is beaten, he will accept his surrender, and not finish the job. This will anger the nobleman of course, who demands death. But the sword fighting teacher is an honorable man, who will refuse to do so. He may even end up defending the life of the man whose life he was supposed to take. This is where alignments and personalities are thrown into the mix, and the plot becomes very unpredictable.</p><p></p><p>[ATTACH]70300[/ATTACH]</p><p>[ATTACH]70301[/ATTACH]</p><p></p><p></p><p>Leopardo's Sensational Sailing Circus is in town. Three ships are docked along the coast of Vertesaux, and giant circus tents have been erected. But all good things must come to an end, and I figured that my players were starting to feel a little bit too comfortable with the current situation. Like an episode of Game of Thrones, it was about time I eliminated some good guys from the story.</p><p></p><p> </p><p> I made sure there was some foreshadowing. Captain Roberts (one of the players) had one last meeting with the Marquis during a circus show. The Marquis explained a little bit about how important it is for the local pirates to trust him, and to be seen with Captain Roberts. He wants them to understand that he is on their side. He explains how trust was not easy to come by, right after the death of the dreaded pirate captain Black William (whom the Marquis betrayed, and which got him appointed as Marquis). For weeks they tried to scry for the body of Black William, but they could never find it. It was as if the body was simply in a place where no seer could see. <em>(Foreshadowing of the resurrection of Black William, and explains that the hide out is warded against scrying)</em></p><p></p><p> </p><p> <strong>The secret meeting</strong></p><p> </p><p> Later on in the evening, the party spies a group of 4 Azarah Witches who are disguised as mimes with an Alter Self spell. They spy on a secret meeting between them and the owner of the circus, Leopardo Pardini himself. Leopardo hands them a large heavy coffin, which he uses for magic tricks. In return they hand him a sack of gold. Leopardo wants to know what they plan to do with "it", to which the leader of the witches replies that "Questions were not part of the deal." and "It would be a terrible shame if she had to inform her mistress that he'd been asking nosy questions." Leopardo points out that she has a lot of guts trying to threaten him at his own circus, surrounded by his own men, while her mistress is miles away. But the witch replies that her mistress is a lot closer than he thinks. Leopardo responds by reminding her that he has three vessels here, along with the ships of the Marquis to protect him. But she reminds him that his ships are currently docked. "And, on a scale of 1 to 10, just how safe do you feel under the protection of the Marquis?" <em>(This foreshadows that the villains are already planning to assassinate the Marquis)</em></p><p></p><p> </p><p> The secret meeting is interrupted by the players, who want to prevent the witches from getting away with what ever is in that box. But the lead witch drops the box, it unfolds, and flattens. It is empty, and the contents have vanished like a simple magic trick. This was a bit of railroading on my part, since the plot kind of needs the contents of that box to come into the possession of the villains.</p><p></p><p> </p><p> So now here comes the big twist. A few sessions ago the daughter of the Marquis had asked the druid of the party, with whom she is romantically involved, to help her give her real father (Black William) a proper burial. But by doing so, they removed his bones from his lair (which was protected against scrying). This allowed the villains to find the bones (and also explains why the Marquis could never find them). So now one of the most feared necromancers in the Emerald Coast (Sharokina Pitchwater), is in possession of the corpse of one of the most feared pirate captains of history. Sharokina is also responsible for murdering the mother of one the npc crew members of the party, and then reanimating her mother as an undead servant (this is why Sharokina was banished by her people). So in all ways, this has gotten very personal.</p><p> </p><p> <strong>The final battle</strong></p><p> </p><p> The night ends with a spectacular fire show in the harbor. Wizards duel with each other on a floating platform in the harbor. The place is crowded with people, and the Marquis has a special spot in the royal box. But then all hell breaks loose. In the midst of the show, the royal box explodes (which was not part of the show). The Marquis is buried underneath a pile of wood, and could very well be dead. His daughter is witness to the assassination, just as she is sharing a romantic kiss with the druid of the party. There is much confusion and chaos. And midst the fleeing public are Azarah Witches that randomly fire into the audience, in order to cause as much death and misery as possible. One of the witches shrieks: "Now you can inform your KING that he has very good reason to FEAR us! Sharokina the Magnificent wishes you all happy holidays!". A Huge Coral Golem rises from the water, and under the command of the witches the construct fires stars of coral into the audience. The witches have also set loose a Huge Monstrous Black Scorpion, which was one of the circus attractions, along with plenty of other vermin.</p><p></p><p> </p><p> I've illustrated the battle in the picture above. The white boxes are players, the yellow are npc's (some player controlled), and the red are enemies. One of the Azarah Witches casts a fireball spell at the western dock, obliterating it and causing everyone on it to fall into the water. This is one of those cases where we really hit the limit of our dungeon tiles. There simply weren't enough of them, but I think I did a pretty good job. We didn't have proper miniatures for the Coral Golem or the Monstrous Scorpion, so we used other miniatures to stand in for them.</p><p></p><p> </p><p> One of the problems the players had to deal with, was a huge fleeing crowd. The crowd was not illustrated for obvious reasons. But I asked the players to succeed at a DC 14 strength check (or a tumble check), in order to move through the crowd. Later on, as the docks cleared, that DC lowered to 12, and eventually to 10. The players also had to traverse the ship decks and docks. I made them roll jump checks when moving from ship to dock, but the DC was really low. Some players and npc's still rolled a 1 several times, so it was clearly still a tactical obstacle in this battle.</p><p></p><p> </p><p> I'm very happy how this turned out. Once again I managed to set up a really unique battle, that has an interesting lay out, and involves water in a new way. I have one aquatic monster, and several witches with their own interesting set of spells and equipment (lots of wands and potions). Water is always the focus of this campaign, so I design all my encounters around it. Sometimes it has a central role, and sometimes it's a minor part of the battle. But it's always there.</p><p></p><p><strong>More on the plot so far</strong></p><p></p><p></p><p>So I just wanted to go a bit more into detail regarding the set up of this plot. One of the key things here was to close a few last minute plot holes. For example, there had to be a good reason why they could never find the corpse of the dreaded pirate captain, and why the villains could find him now. So I came up with the idea that the lair, in which the party found Black William's corpse, was warded against scrying. I had an npc, <strong>Sophie</strong> (and daughter of the Marquis) ask her lover (one of the players) to help her give her real father a proper burial, in secret. This felt like a touching moment, but it made one of the players responsible. Player involvement is always important when writing a campaign. If the DM just lets an npc do things behind the backs of the players, then it feels like a cheap plot device. But if one of the players agrees to help do it, then it's their burden to carry. That's ultimately more exciting and dramatic.</p><p></p><p> </p><p> So Sophie never knew her real father, and only knew the horrible tales about the dreaded<strong> Black William</strong>. But regardless she wanted him to be at peace. But secretly this was a set up so that I could bring Black William back to life. It wouldn't be a proper pirate campaign, without an <strong>undead pirate captain</strong>. And this one has had one hell of a set up.</p><p> </p><p> From the moment I wrote the campaign, I knew that I wanted to have Black William come back as an undead. But I always teased the players with the idea, but never followed through on it. Npc's would convey myths and legends about Black William's ghost haunting the waters, but it was all just a load of nonsense. When the players first discovered Black William's lair, and found it filled with undead pirates, they were completely prepared to fight an undead pirate captain. They were surprised to find him still very much dead, in the magical circle where he cursed his lair. I deliberately decided to not have a cliche boss battle, and surprise them with a dead pirate captain instead of an undead one.</p><p></p><p> </p><p> The campaign has been going strong for over a year now I think, and Black William has always been part in the background lore. But I couldn't just bring him back out of nowhere. I first needed to set up some menacing villains that would be credible. That is how the <strong>Circle of Azarah</strong> got introduced. I wanted the players to have more tangible villains to deal with, rather than the intangible shapeless threat of Hydra. These are all temporarily villains, that are intended to be killed off. In the span of a few sessions, I think the players will at least kill one of them. Now that Black William is back into the picture, his treasure and daughter come back to the fore front of the plot.</p><p></p><p> </p><p> I also felt the players were getting a bit relaxed. I don't want them to get too comfortable. They always had the city of Vertesaux, and the goodhearted Marquis to fall back on. So taking my cues from George RR Martin, the Marquis obviously had to bite the dust. Poor Marquis, he really didn't deserve it. But you need to kill a good guy every now and then for the plot to keep moving. The assassination was one of those WTF moments for the players. They all dreaded that the circus was the perfect moment for an attack on the Marquis, but they did not anticipate something of this scale. Its made even more severe by the fact that the daughter of the Marquis had a front row seat for the murder of her own father (or substitute father, because Black William was her real father).</p><p></p><p></p><p><strong>Follow up to the harbor battle</strong></p><p></p><p> Since last week's battle lasted well into the night, we paused it then, and continued it today. The players finished off the Coral Golem by getting one of their ships in fire range, and blasting the hell out of it. It was a close call for some of the players. One was at 3 hp, another at exactly 0 hp. Seems like I balanced this encounter just right (and at no point did I need to fudge any dice).</p><p></p><p> Sadly, after digging up the <strong>Marquis</strong>, they found him quite dead. Of course <strong>Sophie</strong> (his adopted daughter) is in tears, and there is a huge debacle about Vertesaux's new rule. They will need to appoint someone, and that isn't a simple matter. It involves lots of nobility, plus a representative of the crown needs to come over from the capital to give his blessing (which takes at least a month). This was a great opportunity for me as a DM, to figure out how the governments of St Valenz actually work. I wrote several new npc's, and added in a couple of existing noblemen that I already introduced earlier on in the campaign.</p><p></p><p> That very same night the party discovers that the shipyard they were planning to attack, has been demolished and the ship is gone. This was kind of what they feared. However, they are informed by a cleverly disguised <strong>Souleymane Lo</strong> (the leader of the thieves guild), that the ship never actually left the harbor. Much to the surprise of the players, it turns out that the shipyard is actually hidden beneath an illusion spell. The ship was not ready to set sail yet, so the evil wizard <strong>Grumwick</strong> hastily created this false image of a collapsed shipyard. The party starts planning their massive assault on the shipyard, together with the captain of the guards (<strong>Ser Bastian Roche</strong>). They also call upon the help of the Oarsmen and their captain, <strong>Horfor</strong>. And they seize the old maritime museum (which is just across the canal from the shipyard), to place their cannons here (again with the help of Ser Bastian Roche).</p><p></p><p> We end the session with all these preparations in place. The stage is set, next time we have a huge battle between evil wizards, Flitter Hounds, Oarsmen, city guards, a skeleton crew (literally) and dozens of cannons. Perhaps the players will also meet the key players behind Vertesaux's government. I have a few really interesting new npc's to introduce.</p><p> </p><p> <em>(The duel is still been delayed, because the players have a few more pressing matters at hand. I suspect that they will deal with it, after the Shipyard is taken care of.)</em></p><p><em></em></p><p><em></em><strong>Battle at the shipyard</strong></p><p></p><p> In the wake of the assassination of the Marquis of Vertesaux, the party now faces three dilemma's. The first, is a replacement ruler for Vertesaux. It seems some nobles have already started undermining Sophie's claim on Vertesaux long before she even considered taking her father's position. They blame the assassination on her father's own soft approach to the Hydra cultists, and to the pirates he works with. And they claim that Vertesaux's new ruler should be someone who is hard on crime. Sophie would be just as soft as her father, and inexperienced, at least so they say.</p><p></p><p> The second dilemma is still Rummy's duel, which is approaching fast now.</p><p></p><p> The third dilemma is the shipyard. The party knows that one of the judges in Rummy's duel is a dark wizard called Grumwick Bristlethorn, who has acquired an old shipyard, and bought the ship of the Oarsmen captain (Horfor) that was imprisoned. The party wants to return this ship to Horfor (The Oarsmen captain), so that he may join their consortium. They also want to get rid of Grumwick because he's a dangerous member of the Circle of Azarah. And although he personally was not responsible for the assassination of the Marquis, he is affiliated with those that were.</p><p></p><p><strong>Planning the raid</strong></p><p></p><p> So the next morning after the assassination, they are planning their assault on the shipyard. They've brought in <strong>Ser Bastian Roche</strong> (Head of the city guard), who has in turn also brought in the head of the local church/cult of Avenna <strong>(Father Julien</strong>, who leads a group of paladin zealots that are spreading their influence in a worrying fashion). Roche is not happy with this partnership, but many of his own men are wounded, so he needs the help of these paladins. Roche is also not usually a friend of the party, but on this matter they all agree. They also recruited <strong>Leopardo Pardini</strong>, the owner of the circus. He will reluctantly provide a few mages to help dispel the illusion that covers the shipyard (the illusion makes it look as if the shipyard is collapsed and abandoned). There are also a few Symbols of Pain that will need to be dispelled. <strong>Sophie Marceau</strong> is also there, who insists in taking part in this raid, to show strength and dispel those foul rumors. <strong>Sitaara</strong> (the npc Speaker of the dead crew member) brought in <strong>Mamma Zima</strong>, a local Kooghan mystic, who will assist with dispelling magic. <strong>Horfor</strong> and his army of dwarves are also ready to swim into the shipyard, and take back their ship. Horfor's greatest worry, is that they may set fire to the gunpowder room and blow up the ship. Bastian Roche's greatest worry, is that they may set fire to the city. And Sitaara warns that if they allow Grumwick to escape, he will cause more trouble for the city in the near future.</p><p></p><p> So there you have it. A lot of different objectives, different agendas, and some people that do not like working together. And yet it was up to the players to make this all work. The day before the players had rows of cannons set up in the old naval museum across from the shipyard. Roche even commissioned a few old museum pieces, against the wishes of the museum. After all, these are ancient great cannons from Black William's ship. But they were claimed none the less. Rows of riflemen stand at the ready on the shore, and an army of paladins is ready to burst into the shipyard.</p><p></p><p><strong>Setting up a massive battle</strong></p><p></p><p> Since this operations involves about a hundred individuals, I simplified the battle. Basically, all the allies would half the number of enemies that the players needed to worry about. This allowed me to focus on just the players, their followers, and their enemies. So I told the players to imagine that there is a lot of fighting around them, but they would not need to worry about it, and just focus on what is left. This meant that they effectively had to fight <strong>six level 8 Azarah Men</strong>, <strong>four CR 3 Flitter Hounds</strong>, <strong>a level 12 wizard</strong>, and his <strong>two CR 9 undead minions</strong>. The party is level 10, with three additional followers taking part too. I was initially planning to have an army of skeletons, but later decided to pick something more interesting from Libris Mortis.</p><p></p><p> For the battle terrain, I had created four very large custom dungeon tiles, that illustrated the entire shipyard. Water was again a factor, because they had a ship to deal with, and would be approaching the shipyard stealthily through the water. They did not know where Grumwick would be, or if he would still be at the shipyard to begin with.</p><p></p><p>[ATTACH]70303[/ATTACH]</p><p></p><p></p><p><strong>Tactics</strong></p><p></p><p> The players used an invisibility spell, and approached by swimming underwater. They soon found out however that the Flitter Hounds were able to sniff them out with their Scent ability. Their opponents would also use Greater Invisibility, along with an assortment of wands. They would cast things such as web, melf's acid arrow, and fireball, to cause a lot of mayhem. The party used a cleverly placed Wall of Thorns to obstruct their enemies, which would later be dispelled by their enemies. They initially assumed that Grumwick would still be in his office, but I had rolled randomly where he would be (to make it fair), and it turned out he was on board the ship.</p><p></p><p><strong>Side note:</strong> <em>It would be extremely unfair of me to simply place Grumwick at the point furthest away from the players as soon as they came out of the water. So I allowed the dice to determine it instead.</em></p><p></p><p> The party was surprised when Blasphemes were introduced into the battle (a medium sized undead from Libris Mortis). They were not expecting these very fast zombie like creatures, with a strength draining bite and stun ability, a ton of hit points, and the ability to do charge attacks. They were however able to prevent Grumwick from using Dimension Door to escape, and used their cannons to blow him to pieces, after first tripping him with a summoned Dire Wolf (which interrupted his spell).</p><p></p><p><strong>After math</strong></p><p></p><p> The party was successful in capturing the ship, and in killing Grumwick. They did some damage to the ship, which can be repaired. They will now be able to secure the mysterious cargo on board, that Grumwick was going to use to build Hydra a harbor (So Hydra can launch it's living ships to the surface). They also captured one Azarah Man alive, who will probably now be interrogated. The party received a lot of ability damage, as well as normal damage. But there were no casualties. The party succeeded thanks to their excellent strategy.</p></blockquote><p></p>
[QUOTE="Imaculata, post: 6702162, member: 6801286"] In this pirate campaign I often have to come up with random vessels on the fly. For example, if the party stumbles upon a shipwreck, what kind of ship is it? And what cargo was it carrying? For this purpose I came up with this system. First, roll a D8 for the type of vessel. Then note the cargo quality level behind the ship. Next roll a D20 for the value of that cargo. [TABLE="class: grid, width: 697"] [TR] [TD] [/TD] [TD] [B]Roll D8 for vessel type[/B] [/TD] [TD] [/TD] [TD] [CENTER][B]Roll D20 for corresponding cargo quality[/B][/CENTER] [/TD] [/TR] [TR] [TD] [B]D8[/B] [/TD] [TD] [CENTER][B]Derelict vessel[/B] [/CENTER] [/TD] [TD] [CENTER][B]Cargo Quality [/B][/CENTER] [/TD] [TD] [CENTER][B]Poor[/B][/CENTER] [/TD] [TD] [CENTER][B]Average[/B][/CENTER] [/TD] [TD] [CENTER][B]Good[/B][/CENTER] [/TD] [TD] [CENTER][B]Total Cargo value[/B][/CENTER] [/TD] [/TR] [TR] [TD] [CENTER][B]1[/B][/CENTER] [/TD] [TD] [CENTER]None[/CENTER] [/TD] [TD] [CENTER]-[/CENTER] [/TD] [TD] [CENTER][B]1-5[/B][/CENTER] [/TD] [TD] [CENTER][B]1-2[/B][/CENTER] [/TD] [TD] [CENTER][B]-[/B][/CENTER] [/TD] [TD] [CENTER]Empty cargo hold[/CENTER] [/TD] [/TR] [TR] [TD] [CENTER][B]2[/B][/CENTER] [/TD] [TD] [CENTER]Diving Bell[/CENTER] [/TD] [TD] [CENTER]Poor[/CENTER] [/TD] [TD] [CENTER][B]6-10[/B][/CENTER] [/TD] [TD] [CENTER][B]3-5[/B][/CENTER] [/TD] [TD] [CENTER][B]1[/B][/CENTER] [/TD] [TD] [CENTER]400gp[/CENTER] [/TD] [/TR] [TR] [TD] [CENTER][B]3[/B][/CENTER] [/TD] [TD] [CENTER]Bathysphere[/CENTER] [/TD] [TD] [CENTER]Average[/CENTER] [/TD] [TD] [CENTER][B]11-15[/B][/CENTER] [/TD] [TD] [CENTER][B]6-10[/B][/CENTER] [/TD] [TD] [CENTER][B]2-3[/B][/CENTER] [/TD] [TD] [CENTER]800gp[/CENTER] [/TD] [/TR] [TR] [TD] [CENTER][B]4[/B][/CENTER] [/TD] [TD] [CENTER]Launch[/CENTER] [/TD] [TD] [CENTER]Poor[/CENTER] [/TD] [TD] [CENTER][B]16-20[/B][/CENTER] [/TD] [TD] [CENTER][B]9-15[/B][/CENTER] [/TD] [TD] [CENTER][B]4-8[/B][/CENTER] [/TD] [TD] [CENTER]1,600gp[/CENTER] [/TD] [/TR] [TR] [TD] [CENTER][B]5[/B][/CENTER] [/TD] [TD] [CENTER]Pinnace[/CENTER] [/TD] [TD] [CENTER]Average[/CENTER] [/TD] [TD] [CENTER][B]-[/B][/CENTER] [/TD] [TD] [CENTER][B]16-18[/B][/CENTER] [/TD] [TD] [CENTER][B]9-13[/B][/CENTER] [/TD] [TD] [CENTER]3,000gp[/CENTER] [/TD] [/TR] [TR] [TD] [CENTER][B]6[/B][/CENTER] [/TD] [TD] [CENTER]Cog[/CENTER] [/TD] [TD] [CENTER]Average[/CENTER] [/TD] [TD] [CENTER][B]-[/B][/CENTER] [/TD] [TD] [CENTER][B]19-20[/B][/CENTER] [/TD] [TD] [CENTER][B]14-16[/B][/CENTER] [/TD] [TD] [CENTER]6,000gp[/CENTER] [/TD] [/TR] [TR] [TD] [CENTER][B]7[/B][/CENTER] [/TD] [TD] [CENTER]Caravel[/CENTER] [/TD] [TD] [CENTER]Good[/CENTER] [/TD] [TD] [CENTER][B]-[/B][/CENTER] [/TD] [TD] [CENTER][B]-[/B][/CENTER] [/TD] [TD] [CENTER][B]17-18[/B][/CENTER] [/TD] [TD] [CENTER]15,000gp[/CENTER] [/TD] [/TR] [TR] [TD] [CENTER][B]8[/B][/CENTER] [/TD] [TD] [CENTER]Longship[/CENTER] [/TD] [TD] [CENTER]Good[/CENTER] [/TD] [TD] [CENTER][B]-[/B][/CENTER] [/TD] [TD] [CENTER][B]-[/B][/CENTER] [/TD] [TD] [CENTER][B]19-20[/B][/CENTER] [/TD] [TD] [CENTER]30,000gp[/CENTER] [/TD] [/TR] [/TABLE] Next you want to know what types of goods are on board the ship. Roll a D10, and then find the correct column matching the previously rolled cargo quality. You can pick any of the listed goods in that block, or a mix of all those things. For example, if I roll 4, for a launch, which contains poor quality goods, with a 14 for the value (which is 800gp). I can then roll a D10. If I roll a 1, that means that the ship is a Launch containing 800gp worth of Onions, Green Peas, Green Beans, Cherries, Currants, Walnuts and Hazelnuts. Its that simple. [TABLE="class: grid, width: 500"] [TR] [TD] [/TD] [TD] [CENTER][B]Cargo type[/B][/CENTER] [/TD] [TD] [CENTER][B]Roll a D10 for Cargo contents[/B][/CENTER] [/TD] [/TR] [TR] [TD] [CENTER][B]D10[/B][/CENTER] [/TD] [TD] [/TD] [TD] [CENTER][B]Poor, Common Goods[/B][/CENTER] [/TD] [TD] [CENTER][B]Average, Rare Goods[/B][/CENTER] [/TD] [TD] [CENTER][B]Good, Exotic Goods[/B][/CENTER] [/TD] [/TR] [TR] [TD] [CENTER][B]1[/B][/CENTER] [/TD] [TD] [CENTER]Dried Goods[/CENTER] [/TD] [TD] [CENTER]Onions, Green Peas, Green Beans, Cherries, Currants, Walnuts, Hazelnuts[/CENTER] [/TD] [TD] [CENTER]Apples, Carrots, Raisins, Mushrooms, Tomatoes, Almonds, Chest Nuts[/CENTER] [/TD] [TD] [CENTER]Apricots, Peaches, Figs, Pears, Dates, Prunes, Cashews, Pistachios, Pine Nuts[/CENTER] [/TD] [/TR] [TR] [TD] [CENTER][B]2[/B][/CENTER] [/TD] [TD] [CENTER]Fabric[/CENTER] [/TD] [TD] [CENTER]Sackcloth, Cotton[/CENTER] [/TD] [TD] [CENTER]Leather, Wool, Linen [/CENTER] [/TD] [TD] [CENTER]Silk, Velvet, Fur[/CENTER] [/TD] [/TR] [TR] [TD] [CENTER][B]3[/B][/CENTER] [/TD] [TD] [CENTER]Furniture[/CENTER] [/TD] [TD] [CENTER]Cheap furniture[/CENTER] [/TD] [TD] [CENTER]Quality furniture[/CENTER] [/TD] [TD] [CENTER]Ornate furniture[/CENTER] [/TD] [/TR] [TR] [TD] [CENTER][B]4[/B][/CENTER] [/TD] [TD] [CENTER]Metals[/CENTER] [/TD] [TD] [CENTER]Iron, Zinc, Lead, Brass[/CENTER] [/TD] [TD] [CENTER]Bronze, Copper, Tin, Silver [/CENTER] [/TD] [TD] [CENTER]Palladium, Electrum, Gold, Platinum[/CENTER] [/TD] [/TR] [TR] [TD] [CENTER][B]5[/B][/CENTER] [/TD] [TD] [CENTER]Lumber[/CENTER] [/TD] [TD] [CENTER]Local, Cheap[/CENTER] [/TD] [TD] [CENTER]Unusual, Rare[/CENTER] [/TD] [TD] [CENTER]Exotic, Foreign [/CENTER] [/TD] [/TR] [TR] [TD] [CENTER][B]6[/B][/CENTER] [/TD] [TD] [CENTER]Alcohol[/CENTER] [/TD] [TD] [CENTER]Ale, Mead, Cheap Rum, Scotch, Sherry[/CENTER] [/TD] [TD] [CENTER]Rice wine, Cheap Grog, Rum, Whiskey[/CENTER] [/TD] [TD] [CENTER]Tequila, Wine, Brandy, Dwarven Stout, Gin, Pirate Grog[/CENTER] [/TD] [/TR] [TR] [TD] [CENTER][B]7[/B][/CENTER] [/TD] [TD] [CENTER]Paint and Dyes [/CENTER] [/TD] [TD] [CENTER]Common[/CENTER] [/TD] [TD] [CENTER]Unusual, Rare[/CENTER] [/TD] [TD] [CENTER]Exotic[/CENTER] [/TD] [/TR] [TR] [TD] [CENTER][B]8[/B][/CENTER] [/TD] [TD] [CENTER]Rugs & Tapestries[/CENTER] [/TD] [TD] [CENTER]Common, Cheap[/CENTER] [/TD] [TD] [CENTER]Unusual, Rare[/CENTER] [/TD] [TD] [CENTER]Exotic, Foreign[/CENTER] [/TD] [/TR] [TR] [TD] [CENTER][B]9[/B][/CENTER] [/TD] [TD] [CENTER]Spices[/CENTER] [/TD] [TD] [CENTER]Coriander, Dill weed, Mint, Garlic, Horseradish, Salt Juniper, Oregano, Parsley, Rosemary, Thyme[/CENTER] [/TD] [TD] [CENTER]Rose Hips, Poppy Seed, Laurel, Cinnamon, Tarragon[/CENTER] [/TD] [TD] [CENTER]Nutmeg, Saffron, Mace, Turmeric, Cloves, Ginger, Pepper[/CENTER] [/TD] [/TR] [TR] [TD] [CENTER][B]10[/B][/CENTER] [/TD] [TD] [CENTER]Exotic Items[/CENTER] [/TD] [TD] [CENTER]Tobacco, Sarsaparilla, Chillies[/CENTER] [/TD] [TD] [CENTER]Coffee, Coconut, Paprika, Pimento, Betel[/CENTER] [/TD] [TD] [CENTER]Lotus, Hickory Nuts, Pineapple, Black Walnuts, Vanilla, Maple Sugar, Black Betel[/CENTER] [/TD] [/TR] [/TABLE] [ATTACH=CONFIG]70299._xfImport[/ATTACH] Of course no pirate campaign is complete without a treasure hunt. The party discovered this remarkable old map inside the portrait of the infamous pirate Black William, who terrorized the Emerald Coast some years ago. The map showed strange islands in the shape of skulls and monsters. Places that did not match up with any of the locations on the actual world map (the colored map beneath it in the picture). But a popular pirate shanty gave them an important clue. Many pirate crews had their own lyrics for the song Hanging Johnny, you see. And it was up to the players to find out what the lyrics were that the dreaded pirate "Black William" used on board his ship. Luck would have it that he had the lyrics tattooed onto the breasts of the infamous Scurvy Scarlet. A female pirate captain with the dirtiest mouth in the entire Emerald Coast. And this "lady" in massive air quotes, also earned her nickname due to rumors regarding the diseases she left her lovers with. The captain of the party "sacrificed" his own health to have a gander at the lyrics, among other things. This lead to him not only discovering the correct words to the song, but also to an interesting dialogue between the two characters. This would establish Scurvy Scarlet as an important character to be reckoned with. After learning the lyrics, the party was able to match some of the words in the song, with symbols on the folding lines on the back of the map. Now they knew how to fold the map. After folding it, the map revealed an entirely different (and much smaller) map. Yes, when you fold the various parts of the map in on themselves, the fantasy islands disappear, and become actual islands as seen on the world map. There were still plenty of strange geographical anomalies on the map that did not match the actual world map. But as they would later find out, this isn't a map of the surface, but of the underworld! Yes, the treasure is not hidden above the waves, but beneath it! The party will have to travel into the ice cold depths of the realm of the dead, to find the treasure! [B]A duel to the death![/B] One of the npc crew members of the party, has gotten himself into a bit of a dicey situation. Rummy, the notorious drunk, has long been the comic relief character in the campaign. But now his hilarious romantic pursuits have gotten him into hot water. The father of his girlfriend is a rich merchant, who does not like Rummy very much. So he has arranged a marriage for his daughter with a rich nobleman. And when Rummy confronted the nobleman, he was challenged to a DUEL TO THE DEATH! In classic times a duel was a common way to settle disputes, and I wanted to inject a bit of historical accuracy into my campaign, especially regarding nobility. I also felt that it would be interesting to have the players be indirectly involved. By making an npc the victim of this duel, the outcome is less in the hands of the players, and they have to come up with a way to change the outcome of what's basically a death sentence. Rummy is a pirate and a decent fighter, but the nobleman has enjoyed a life time of the highest sort of training in fencing. In other words, Rummy is no match for this man. Also, the nobleman can choose to pay the best sword man in Vertesaux a lot of money to fight for him. So on both counts Rummy is screwed. So now the party is trying to come up with all sorts of ways to save Rummy's life. Will they cheat? Will they take his place and fight for him? Will they break the law, and perhaps assassinate the nobleman? Or will they try and teach Rummy some fencing in the short time that remains? They know that if they get caught cheating, they will forfeit the duel, and probably also be arrested. And they know that judges will be appointed, who will be checking for cheating and for the use of magic. I have provided them with the name of an expert sword man that they could hire to train Rummy, but what the players do not know, is that this man has already been bought! As a storyteller I also have another ace in my pocket. One of the female npc's on board the crew is of nobility herself, and could potentially offer to marry the nobleman instead, to end the duel. Which would be a massive bombshell of a twist. As a storyteller, I do not know how this will play out exactly. The outcome is unclear, but it is incredibly exciting to get the players so involved with the fate of one npc. This is one heck of a situation, yet it fits the story so well. It feels completely like what the logical outcome of this sub-plot should be. Now I'm really curious what clever plan the players are going to surprise me with. [B]The Eternal Depths[/B] My campaign is slowly but surely putting more focus on the underworld, known as The Eternal Depths. What is The Eternal Depths you may ask? It is a Netherworld for those who have drowned. Sailors believe that when you drown at sea, your soul travels to the Eternal Depths. This realm used to be ruled by the good ocean deity The Lady of the Waves, who would guide the souls of the dead to the god of Death. He would then weigh their sins, and take them to the actual afterlife. But the evil entity known as Hydra has taken over this realm, and banished The Lady of the Waves, by corrupting her sanctum (The Cathedral of Light). One of the cultures in my setting, the Kooghans, fear death at sea for this very reason. This is why they all wear armor made of wood and reed, that floats in water, so they won't drown. Now the Eternal Depths are a dismal place. They are a shadowy copy of the mortal realm, only the temperatures are sub-zero. Many ancient buildings that can be found topside, can also be found down below. However, the topography of the Depths are not a one-on-one copy of the mortal realm. For example, beautiful grass lands up above, are now icy wastes down below. The Eternal Depths are extremely cold. It resembles a giant underground cavern with an infinite ceiling. It is covered in complete darkness, with a land mass of glassy black rock, surrounded by The Sea of the Dead. This is literally a sea made from lost souls that are stuck here. An endless ocean of grief and sorrow. The ceiling of the Depths is covered in an icy mass of swirling clouds, that instantly freeze anything they touch. Within these clouds Hydra lurks, like a giant anteater. It has long feeding tubes that reach down to the land below, and consumes the souls of the dead. Once Hydra eats your soul, it is forever destroyed. But apart from your soul being devoured by Hydra, you also don't want to be forgotten. Because a forgotten soul freezes into an icy statue, and all your life becomes meaningless and without purpose. Sometimes though, if a frozen soul is remembered again in the mortal realm, it will defrost. But the frozen wastes are littered with countless icy statues of forgotten souls. [B]The ancient Oarsmen[/B] The Oarsmen are a dwarfish people, who specialize in diving, and salvaging of shipwrecks. They hunt treasures beneath the waves. Oarsmen are short of stature, none of them have beards, and they are covered in tattoos. They are all incredibly strong, and take offense if they are called "dwarves". One of the Oarsmen captains has a special interest in the Eternal Depths, and believes that if they dive deep enough, they may be able to reach it, which is very dangerous. But a lot of their old lore is lost. The Oarsmen used to have enormous magical knowledge, and their ancestors created magical runes that could ward off Hydra. Many ancient Oarsmen structures are still warded to this very day. The ancient Oarsmen knew how buildings were mirrored in the Depths, and so they made sure that their magic worked on both worlds. This is why it is impossible for Hydra, Hydra servants, or the dead, to enter these structures. [B]Hydra and his servants[/B] Hydra is a cosmic entity with strong influence on water. It is not at all like it's Greek mythology namesake. It is not a dragon with countless heads, but a ginormous mass of tentacles and horrific mouths and arms. It is close to an evil deity, and worshiped by many evil cultists. The Eternal Depths are full of various frightening and powerful servants of Hydra. Hydra's power in the mortal real is limited however. It cannot materialize in a realm that is so dominated by other deities that oppose it. Instead, it has agents on the surface that do its bidding. On rare occasion Hydra may send a living ship up to the surface to seek out its enemies. [B]Looking ahead[/B] With all these details in place, it is unavoidable that my players will some day venture into the Eternal Depths. They have already had a peek at this netherworld, and they've already fought one of Hydra's living ships. Then run into servants of Hydra quite often, and it is only a matter of time before the players go to Hydra, or Hydra comes to them. I plan to have Hydra's agents try and give their deity a foothold in the mortal realm, in the form of harbors where its vessels can safely rise to the surface. The players will either need to stop Hydra's servants and block their plans from completing, or they will need to take out what ever structures Hydra builds on the surface. Eventually the players will also need to find the Cathedral of Light, and restore the sanctum of the Lady of the Waves, so she regains her power over the Eternal Depths. [B]More on the duel to the death[/B] The players have about 2 weeks (in game) to find a solution to their crew member's duel to the death. Or let me rephrase that: Duel to HIS death. They've discussed the option to fight for him, which would probably get someone else killed, they've discussed cheating, and the punishment for getting caught, and they've discussed a more political approach. One of the big problems is that for the duel each party appoints one wizard to check if the other party is not cheating with magic. The duel must be fought with one sword. No armor, no shield, no magical items or spells, no potions, no firearms, no cheating, no other weapons. The players must appoint a wizard for themselves, but they are also trying to figure out which wizard was chosen by the nobleman. If they learn his identity, they may be able to bribe him, kill him, and/or impersonate him. Well, as it turns out the wizard in question is a very dangerous one, who is now at the top of their kill list. The wizard is tied into two plot lines in fact, so they have twice the reasons to kill him. One problem: he is very very dangerous, and he has a lot of dangerous henchmen who are all wizards. Another approach that they are attempting, is to manipulate the rich benefactor of the merchant (whose daughter is at the heart of this conflict). They have found out who the merchant serves, and they will try to play the game that way. Cheating is a valid way to win the duel, as long as the players do not get caught. If they do get caught however, they automatically lose the duel, and may be hanged. If they do not show up for the duel, they lose by default. There are of course still a few things that the players do not know. They do not know that the nobleman whom their crew member is supposed to duel, intends to appoint the best sword fighter in Vertesaux to fight for him. The very same sword fighter that the players want to approach to teach their crew member how to fight. However, the nobleman is very proud. If their crew member decides to fight himself, the nobleman will feel pressed to do the same. His honor demands it. If however the players appoint one of their own to fight, then the nobleman will do the same. This is bad, because this sword fighting teacher is of course a much better sword fighter than even the nobleman. The sword fighting teacher does not believe in duels to the death however, and will refuse to take a life just to settle a silly argument. Once the opponent is beaten, he will accept his surrender, and not finish the job. This will anger the nobleman of course, who demands death. But the sword fighting teacher is an honorable man, who will refuse to do so. He may even end up defending the life of the man whose life he was supposed to take. This is where alignments and personalities are thrown into the mix, and the plot becomes very unpredictable. [ATTACH=CONFIG]70300._xfImport[/ATTACH] [ATTACH=CONFIG]70301._xfImport[/ATTACH] Leopardo's Sensational Sailing Circus is in town. Three ships are docked along the coast of Vertesaux, and giant circus tents have been erected. But all good things must come to an end, and I figured that my players were starting to feel a little bit too comfortable with the current situation. Like an episode of Game of Thrones, it was about time I eliminated some good guys from the story. I made sure there was some foreshadowing. Captain Roberts (one of the players) had one last meeting with the Marquis during a circus show. The Marquis explained a little bit about how important it is for the local pirates to trust him, and to be seen with Captain Roberts. He wants them to understand that he is on their side. He explains how trust was not easy to come by, right after the death of the dreaded pirate captain Black William (whom the Marquis betrayed, and which got him appointed as Marquis). For weeks they tried to scry for the body of Black William, but they could never find it. It was as if the body was simply in a place where no seer could see. [I](Foreshadowing of the resurrection of Black William, and explains that the hide out is warded against scrying)[/I] [B]The secret meeting[/B] Later on in the evening, the party spies a group of 4 Azarah Witches who are disguised as mimes with an Alter Self spell. They spy on a secret meeting between them and the owner of the circus, Leopardo Pardini himself. Leopardo hands them a large heavy coffin, which he uses for magic tricks. In return they hand him a sack of gold. Leopardo wants to know what they plan to do with "it", to which the leader of the witches replies that "Questions were not part of the deal." and "It would be a terrible shame if she had to inform her mistress that he'd been asking nosy questions." Leopardo points out that she has a lot of guts trying to threaten him at his own circus, surrounded by his own men, while her mistress is miles away. But the witch replies that her mistress is a lot closer than he thinks. Leopardo responds by reminding her that he has three vessels here, along with the ships of the Marquis to protect him. But she reminds him that his ships are currently docked. "And, on a scale of 1 to 10, just how safe do you feel under the protection of the Marquis?" [I](This foreshadows that the villains are already planning to assassinate the Marquis)[/I] The secret meeting is interrupted by the players, who want to prevent the witches from getting away with what ever is in that box. But the lead witch drops the box, it unfolds, and flattens. It is empty, and the contents have vanished like a simple magic trick. This was a bit of railroading on my part, since the plot kind of needs the contents of that box to come into the possession of the villains. So now here comes the big twist. A few sessions ago the daughter of the Marquis had asked the druid of the party, with whom she is romantically involved, to help her give her real father (Black William) a proper burial. But by doing so, they removed his bones from his lair (which was protected against scrying). This allowed the villains to find the bones (and also explains why the Marquis could never find them). So now one of the most feared necromancers in the Emerald Coast (Sharokina Pitchwater), is in possession of the corpse of one of the most feared pirate captains of history. Sharokina is also responsible for murdering the mother of one the npc crew members of the party, and then reanimating her mother as an undead servant (this is why Sharokina was banished by her people). So in all ways, this has gotten very personal. [B]The final battle[/B] The night ends with a spectacular fire show in the harbor. Wizards duel with each other on a floating platform in the harbor. The place is crowded with people, and the Marquis has a special spot in the royal box. But then all hell breaks loose. In the midst of the show, the royal box explodes (which was not part of the show). The Marquis is buried underneath a pile of wood, and could very well be dead. His daughter is witness to the assassination, just as she is sharing a romantic kiss with the druid of the party. There is much confusion and chaos. And midst the fleeing public are Azarah Witches that randomly fire into the audience, in order to cause as much death and misery as possible. One of the witches shrieks: "Now you can inform your KING that he has very good reason to FEAR us! Sharokina the Magnificent wishes you all happy holidays!". A Huge Coral Golem rises from the water, and under the command of the witches the construct fires stars of coral into the audience. The witches have also set loose a Huge Monstrous Black Scorpion, which was one of the circus attractions, along with plenty of other vermin. I've illustrated the battle in the picture above. The white boxes are players, the yellow are npc's (some player controlled), and the red are enemies. One of the Azarah Witches casts a fireball spell at the western dock, obliterating it and causing everyone on it to fall into the water. This is one of those cases where we really hit the limit of our dungeon tiles. There simply weren't enough of them, but I think I did a pretty good job. We didn't have proper miniatures for the Coral Golem or the Monstrous Scorpion, so we used other miniatures to stand in for them. One of the problems the players had to deal with, was a huge fleeing crowd. The crowd was not illustrated for obvious reasons. But I asked the players to succeed at a DC 14 strength check (or a tumble check), in order to move through the crowd. Later on, as the docks cleared, that DC lowered to 12, and eventually to 10. The players also had to traverse the ship decks and docks. I made them roll jump checks when moving from ship to dock, but the DC was really low. Some players and npc's still rolled a 1 several times, so it was clearly still a tactical obstacle in this battle. I'm very happy how this turned out. Once again I managed to set up a really unique battle, that has an interesting lay out, and involves water in a new way. I have one aquatic monster, and several witches with their own interesting set of spells and equipment (lots of wands and potions). Water is always the focus of this campaign, so I design all my encounters around it. Sometimes it has a central role, and sometimes it's a minor part of the battle. But it's always there. [B]More on the plot so far[/B] So I just wanted to go a bit more into detail regarding the set up of this plot. One of the key things here was to close a few last minute plot holes. For example, there had to be a good reason why they could never find the corpse of the dreaded pirate captain, and why the villains could find him now. So I came up with the idea that the lair, in which the party found Black William's corpse, was warded against scrying. I had an npc, [B]Sophie[/B] (and daughter of the Marquis) ask her lover (one of the players) to help her give her real father a proper burial, in secret. This felt like a touching moment, but it made one of the players responsible. Player involvement is always important when writing a campaign. If the DM just lets an npc do things behind the backs of the players, then it feels like a cheap plot device. But if one of the players agrees to help do it, then it's their burden to carry. That's ultimately more exciting and dramatic. So Sophie never knew her real father, and only knew the horrible tales about the dreaded[B] Black William[/B]. But regardless she wanted him to be at peace. But secretly this was a set up so that I could bring Black William back to life. It wouldn't be a proper pirate campaign, without an [B]undead pirate captain[/B]. And this one has had one hell of a set up. From the moment I wrote the campaign, I knew that I wanted to have Black William come back as an undead. But I always teased the players with the idea, but never followed through on it. Npc's would convey myths and legends about Black William's ghost haunting the waters, but it was all just a load of nonsense. When the players first discovered Black William's lair, and found it filled with undead pirates, they were completely prepared to fight an undead pirate captain. They were surprised to find him still very much dead, in the magical circle where he cursed his lair. I deliberately decided to not have a cliche boss battle, and surprise them with a dead pirate captain instead of an undead one. The campaign has been going strong for over a year now I think, and Black William has always been part in the background lore. But I couldn't just bring him back out of nowhere. I first needed to set up some menacing villains that would be credible. That is how the [B]Circle of Azarah[/B] got introduced. I wanted the players to have more tangible villains to deal with, rather than the intangible shapeless threat of Hydra. These are all temporarily villains, that are intended to be killed off. In the span of a few sessions, I think the players will at least kill one of them. Now that Black William is back into the picture, his treasure and daughter come back to the fore front of the plot. I also felt the players were getting a bit relaxed. I don't want them to get too comfortable. They always had the city of Vertesaux, and the goodhearted Marquis to fall back on. So taking my cues from George RR Martin, the Marquis obviously had to bite the dust. Poor Marquis, he really didn't deserve it. But you need to kill a good guy every now and then for the plot to keep moving. The assassination was one of those WTF moments for the players. They all dreaded that the circus was the perfect moment for an attack on the Marquis, but they did not anticipate something of this scale. Its made even more severe by the fact that the daughter of the Marquis had a front row seat for the murder of her own father (or substitute father, because Black William was her real father). [B]Follow up to the harbor battle[/B] Since last week's battle lasted well into the night, we paused it then, and continued it today. The players finished off the Coral Golem by getting one of their ships in fire range, and blasting the hell out of it. It was a close call for some of the players. One was at 3 hp, another at exactly 0 hp. Seems like I balanced this encounter just right (and at no point did I need to fudge any dice). Sadly, after digging up the [B]Marquis[/B], they found him quite dead. Of course [B]Sophie[/B] (his adopted daughter) is in tears, and there is a huge debacle about Vertesaux's new rule. They will need to appoint someone, and that isn't a simple matter. It involves lots of nobility, plus a representative of the crown needs to come over from the capital to give his blessing (which takes at least a month). This was a great opportunity for me as a DM, to figure out how the governments of St Valenz actually work. I wrote several new npc's, and added in a couple of existing noblemen that I already introduced earlier on in the campaign. That very same night the party discovers that the shipyard they were planning to attack, has been demolished and the ship is gone. This was kind of what they feared. However, they are informed by a cleverly disguised [B]Souleymane Lo[/B] (the leader of the thieves guild), that the ship never actually left the harbor. Much to the surprise of the players, it turns out that the shipyard is actually hidden beneath an illusion spell. The ship was not ready to set sail yet, so the evil wizard [B]Grumwick[/B] hastily created this false image of a collapsed shipyard. The party starts planning their massive assault on the shipyard, together with the captain of the guards ([B]Ser Bastian Roche[/B]). They also call upon the help of the Oarsmen and their captain, [B]Horfor[/B]. And they seize the old maritime museum (which is just across the canal from the shipyard), to place their cannons here (again with the help of Ser Bastian Roche). We end the session with all these preparations in place. The stage is set, next time we have a huge battle between evil wizards, Flitter Hounds, Oarsmen, city guards, a skeleton crew (literally) and dozens of cannons. Perhaps the players will also meet the key players behind Vertesaux's government. I have a few really interesting new npc's to introduce. [I](The duel is still been delayed, because the players have a few more pressing matters at hand. I suspect that they will deal with it, after the Shipyard is taken care of.) [/I][B]Battle at the shipyard[/B] In the wake of the assassination of the Marquis of Vertesaux, the party now faces three dilemma's. The first, is a replacement ruler for Vertesaux. It seems some nobles have already started undermining Sophie's claim on Vertesaux long before she even considered taking her father's position. They blame the assassination on her father's own soft approach to the Hydra cultists, and to the pirates he works with. And they claim that Vertesaux's new ruler should be someone who is hard on crime. Sophie would be just as soft as her father, and inexperienced, at least so they say. The second dilemma is still Rummy's duel, which is approaching fast now. The third dilemma is the shipyard. The party knows that one of the judges in Rummy's duel is a dark wizard called Grumwick Bristlethorn, who has acquired an old shipyard, and bought the ship of the Oarsmen captain (Horfor) that was imprisoned. The party wants to return this ship to Horfor (The Oarsmen captain), so that he may join their consortium. They also want to get rid of Grumwick because he's a dangerous member of the Circle of Azarah. And although he personally was not responsible for the assassination of the Marquis, he is affiliated with those that were. [B]Planning the raid[/B] So the next morning after the assassination, they are planning their assault on the shipyard. They've brought in [B]Ser Bastian Roche[/B] (Head of the city guard), who has in turn also brought in the head of the local church/cult of Avenna [B](Father Julien[/B], who leads a group of paladin zealots that are spreading their influence in a worrying fashion). Roche is not happy with this partnership, but many of his own men are wounded, so he needs the help of these paladins. Roche is also not usually a friend of the party, but on this matter they all agree. They also recruited [B]Leopardo Pardini[/B], the owner of the circus. He will reluctantly provide a few mages to help dispel the illusion that covers the shipyard (the illusion makes it look as if the shipyard is collapsed and abandoned). There are also a few Symbols of Pain that will need to be dispelled. [B]Sophie Marceau[/B] is also there, who insists in taking part in this raid, to show strength and dispel those foul rumors. [B]Sitaara[/B] (the npc Speaker of the dead crew member) brought in [B]Mamma Zima[/B], a local Kooghan mystic, who will assist with dispelling magic. [B]Horfor[/B] and his army of dwarves are also ready to swim into the shipyard, and take back their ship. Horfor's greatest worry, is that they may set fire to the gunpowder room and blow up the ship. Bastian Roche's greatest worry, is that they may set fire to the city. And Sitaara warns that if they allow Grumwick to escape, he will cause more trouble for the city in the near future. So there you have it. A lot of different objectives, different agendas, and some people that do not like working together. And yet it was up to the players to make this all work. The day before the players had rows of cannons set up in the old naval museum across from the shipyard. Roche even commissioned a few old museum pieces, against the wishes of the museum. After all, these are ancient great cannons from Black William's ship. But they were claimed none the less. Rows of riflemen stand at the ready on the shore, and an army of paladins is ready to burst into the shipyard. [B]Setting up a massive battle[/B] Since this operations involves about a hundred individuals, I simplified the battle. Basically, all the allies would half the number of enemies that the players needed to worry about. This allowed me to focus on just the players, their followers, and their enemies. So I told the players to imagine that there is a lot of fighting around them, but they would not need to worry about it, and just focus on what is left. This meant that they effectively had to fight [B]six level 8 Azarah Men[/B], [B]four CR 3 Flitter Hounds[/B], [B]a level 12 wizard[/B], and his [B]two CR 9 undead minions[/B]. The party is level 10, with three additional followers taking part too. I was initially planning to have an army of skeletons, but later decided to pick something more interesting from Libris Mortis. For the battle terrain, I had created four very large custom dungeon tiles, that illustrated the entire shipyard. Water was again a factor, because they had a ship to deal with, and would be approaching the shipyard stealthily through the water. They did not know where Grumwick would be, or if he would still be at the shipyard to begin with. [ATTACH=CONFIG]70303._xfImport[/ATTACH] [B]Tactics[/B] The players used an invisibility spell, and approached by swimming underwater. They soon found out however that the Flitter Hounds were able to sniff them out with their Scent ability. Their opponents would also use Greater Invisibility, along with an assortment of wands. They would cast things such as web, melf's acid arrow, and fireball, to cause a lot of mayhem. The party used a cleverly placed Wall of Thorns to obstruct their enemies, which would later be dispelled by their enemies. They initially assumed that Grumwick would still be in his office, but I had rolled randomly where he would be (to make it fair), and it turned out he was on board the ship. [B]Side note:[/B] [I]It would be extremely unfair of me to simply place Grumwick at the point furthest away from the players as soon as they came out of the water. So I allowed the dice to determine it instead.[/I] The party was surprised when Blasphemes were introduced into the battle (a medium sized undead from Libris Mortis). They were not expecting these very fast zombie like creatures, with a strength draining bite and stun ability, a ton of hit points, and the ability to do charge attacks. They were however able to prevent Grumwick from using Dimension Door to escape, and used their cannons to blow him to pieces, after first tripping him with a summoned Dire Wolf (which interrupted his spell). [B]After math[/B] The party was successful in capturing the ship, and in killing Grumwick. They did some damage to the ship, which can be repaired. They will now be able to secure the mysterious cargo on board, that Grumwick was going to use to build Hydra a harbor (So Hydra can launch it's living ships to the surface). They also captured one Azarah Man alive, who will probably now be interrogated. The party received a lot of ability damage, as well as normal damage. But there were no casualties. The party succeeded thanks to their excellent strategy. [/QUOTE]
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