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<blockquote data-quote="Bayushi_seikuro" data-source="post: 8469185" data-attributes="member: 7024851"><p>Just some thoughts... I haven't played the adventure, so I'm just spitballing.</p><p></p><p>I think a scenario, depending on how your table is, would be having to make a choice: keep this pirate alive or save their lives. </p><p></p><p>I think an interesting story would/could involve having to rely on letting the pirate captain and crew free in exchange for the party letting them go. I don't know this particular NPC or their crew, but every character should be primarily interested in their own survival, even if it's just a D&D npc. As a friend always says to me irl 'very few people choose to take the worst choice, most people make the best decision they can with the info they have in hand'. That pirate captain does not want to drown any more than the PCs do.</p><p></p><p>As far as how bad/difficult it should be for PCs with no experience with ships and only one with navigator tools proficiency - well, I grew up along Lake Michigan. The story of the Edmund Fitzgerald's wreck was always a living story to me - that was a story of twenty-nine men who did this for a living getting taken under, what chance do level 7 pcs have? </p><p></p><p>I'd say the session should be a lot of wear and tear, but don't let the players know that generally speaking, they'll live. Go the Die Hard route (the first one) and let them get their butts kicked and have to find many weird skill and stat checks or spell use to keep the ship together.</p><p></p><p>Something else? Maybe they get tossed overboard and get rescued by merfolk -- well, now they owe a debt to the merfolk.... just random thoughts. Maybe there's something good in there for you.</p></blockquote><p></p>
[QUOTE="Bayushi_seikuro, post: 8469185, member: 7024851"] Just some thoughts... I haven't played the adventure, so I'm just spitballing. I think a scenario, depending on how your table is, would be having to make a choice: keep this pirate alive or save their lives. I think an interesting story would/could involve having to rely on letting the pirate captain and crew free in exchange for the party letting them go. I don't know this particular NPC or their crew, but every character should be primarily interested in their own survival, even if it's just a D&D npc. As a friend always says to me irl 'very few people choose to take the worst choice, most people make the best decision they can with the info they have in hand'. That pirate captain does not want to drown any more than the PCs do. As far as how bad/difficult it should be for PCs with no experience with ships and only one with navigator tools proficiency - well, I grew up along Lake Michigan. The story of the Edmund Fitzgerald's wreck was always a living story to me - that was a story of twenty-nine men who did this for a living getting taken under, what chance do level 7 pcs have? I'd say the session should be a lot of wear and tear, but don't let the players know that generally speaking, they'll live. Go the Die Hard route (the first one) and let them get their butts kicked and have to find many weird skill and stat checks or spell use to keep the ship together. Something else? Maybe they get tossed overboard and get rescued by merfolk -- well, now they owe a debt to the merfolk.... just random thoughts. Maybe there's something good in there for you. [/QUOTE]
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