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<blockquote data-quote="thundershot" data-source="post: 9109910" data-attributes="member: 628"><p>I'll keep that in mind. </p><p></p><p>Three helmsmen? Hrm... They were thinking one and a PC could fill in if needed. I didn't argue since it sounded reasonable. Do they run eight hour shifts? Maybe they need a second one at least... The rest of the crew I'm using War Captain's Companion and going with 6gp/day. That accounts for being in space or something. lol</p><p></p><p>Double sounds good.</p><p></p><p>I.... did not realize that. Somehow I missed that important section. It still works because they have a crew of thirteen not counting PC's. There are seven PC's' and the Ranger's owlbear. So maybe I'll tell them they need to drop one of the extra hired help.</p><p></p><p>Thanks! The campaign actually started with the Phandelver boxed set and moved over to a short jaunt to the Tortle Package adventure, and onto the Goodman Games Isle of Dread. Because of real life things keeping us from gaming for sometimes months at a time, they've spent years on the Isle of Dread. At the end of that, after stopping the Kopru from taking over the world, they found a Galleon buried under the island. They were just there to loot it when my nephew's character sits on the helm and activates it. Since it's been dormant for god knows how long, it went nuts and broke out and the aforementioned being shot across the galaxy... They ended up in the care of the Astral Elves, who repaired their ship and explained to them where they were and how the universe works. They set off to try to find a way home... Now they're about to do the Goblins Return module (updated to 5E). Isle of Dread and Goblins Return were some of my most memorable adventures when I was a teen, so it's great to share the updated versions (and my own twists) with my wife, kids, sister, and nephew.</p><p></p><p>I may have to adjust a few things. I have seven party members and an owlbear. I'll have to cut down to twelve crew. (I've been fleshing out the crew with some unique individuals). Fortunately I wasn't finished fleshing them out.</p><p></p><p>I think everyone in the party except my son's Barbarian character has some spellcasting ability. They just wanted to make sure the ship had a crew so no party members had to be compromised if crap went down.</p><p></p><p>Thank you everyone for the responses! This is helping immensely! I hope this can help others as well.</p></blockquote><p></p>
[QUOTE="thundershot, post: 9109910, member: 628"] I'll keep that in mind. Three helmsmen? Hrm... They were thinking one and a PC could fill in if needed. I didn't argue since it sounded reasonable. Do they run eight hour shifts? Maybe they need a second one at least... The rest of the crew I'm using War Captain's Companion and going with 6gp/day. That accounts for being in space or something. lol Double sounds good. I.... did not realize that. Somehow I missed that important section. It still works because they have a crew of thirteen not counting PC's. There are seven PC's' and the Ranger's owlbear. So maybe I'll tell them they need to drop one of the extra hired help. Thanks! The campaign actually started with the Phandelver boxed set and moved over to a short jaunt to the Tortle Package adventure, and onto the Goodman Games Isle of Dread. Because of real life things keeping us from gaming for sometimes months at a time, they've spent years on the Isle of Dread. At the end of that, after stopping the Kopru from taking over the world, they found a Galleon buried under the island. They were just there to loot it when my nephew's character sits on the helm and activates it. Since it's been dormant for god knows how long, it went nuts and broke out and the aforementioned being shot across the galaxy... They ended up in the care of the Astral Elves, who repaired their ship and explained to them where they were and how the universe works. They set off to try to find a way home... Now they're about to do the Goblins Return module (updated to 5E). Isle of Dread and Goblins Return were some of my most memorable adventures when I was a teen, so it's great to share the updated versions (and my own twists) with my wife, kids, sister, and nephew. I may have to adjust a few things. I have seven party members and an owlbear. I'll have to cut down to twelve crew. (I've been fleshing out the crew with some unique individuals). Fortunately I wasn't finished fleshing them out. I think everyone in the party except my son's Barbarian character has some spellcasting ability. They just wanted to make sure the ship had a crew so no party members had to be compromised if crap went down. Thank you everyone for the responses! This is helping immensely! I hope this can help others as well. [/QUOTE]
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