Running a Pirate Campaign [Archive] - Wizards Community

Post/Author/DateTimePost
Beebage

05-21-07, 08:17 PM
Where should I look to find good information on a sea-based swashbuckling campaign. What I need to find is:

1.) Detailed information on water based races.
2.) Movement in water and ship movement and ship to ship combat. (if it exists.)
3.) Classes and Prestige Classes
4.) Maps and Aquatic Society

I'm creating a world from scratch so eberron, forgotten realms, and the like are out of the equation. unless any of those books contain general information. All help is appreciated!
Delfedd

05-21-07, 08:21 PM
Stormwrack. You need Stormwrack.
Beebage

05-21-07, 08:34 PM
ok thanks a lot. i will obtain a copy of that immediately.

and I'm thinking about making the main bad guy a high level undead pirate captain who is trying to turn all of the islands in this world into fortresses for the undead army that he is creating with the help of undead dieties who have taken an interest in mortal affairs. is that an ok campaign base plot line?
Johnny_Angel

05-21-07, 08:57 PM
Stormwrack. You need Stormwrack.

I was going to say this, but it has already been said.

Also, make sure to read the rules in the PHB and DM's guide about swimming, drowning, and underwater combat...basically, just familiarize yourself a little more with that sort of thing because it will come up more often than it normally would in a "normal" campaign.
Beebage

05-21-07, 09:33 PM
good idea. i'm on it.
Holy_Beholder

05-21-07, 09:35 PM
Time to make some templates. The aquatic, water born, half fish, marine, island, and whatever else you can make. Also, dragon turtle riding raiders are your friend, you might want to consider slapping age categories on those little guys, which can make they range from CR 3-18, sea serpents will be needed, and you are going to want to get into detail with ships. Stormwrack is good, but it won't cut it.
GoriceXII

05-22-07, 03:37 AM
Hm. I'd like to ask a few questions before I advise you.

1. What kind of era are you setting this in?

2. What sort of general terrain layout are we talking about?

3. What kind of climate?

4. What sort of roles do you expect players to play in it?
taradusis

05-22-07, 06:15 PM
In an act of shameless self-promotion might I reccomend a little thread of mine?771660...This contains some random and theoretical thoughts I had on matters Aquatic.Your campaign outline is good,If you can't reduce you're campaign outline to a precis you may be in danger of losing your focus.So your brief description will help you to keep on target.
Zousha_Omenohu

05-22-07, 07:34 PM
Essential PrC in Complete Adventurer. Dread Pirate, I think it's called. Also, while references to the Pirates of the Carribean movies are good for flavor, don't overdo it (This isn't in response to your story proposal, just so you know. I just think I'd find it a bit awkward running into a Captian Jack Sparrow look-alike). Also, consider the plot of One Piece (I'm kind of ashamed to confess I used to watch it). While it is cheesy to an almost surreal degree (I mean, a clown pirate? Come on...) the underlying theme of acquiring a vast treasure and securing dominance over other pirate-lords is pretty solid. For it is a glorious thing, to be a pirate king! (A cookie to the first who get's the reference.)
Beebage

05-22-07, 11:15 PM
Hm. I'd like to ask a few questions before I advise you.

1. What kind of era are you setting this in?

2. What sort of general terrain layout are we talking about?

3. What kind of climate?

4. What sort of roles do you expect players to play in it?

1. The traditional medieval era with typical wooden ships laden down with cannons and other siege weaponry.

2. The general terrain layout is a world dotted with islands some bigger and some smaller. Each island governs its self and sea trade exists and is obviously the major source of economy for each nation. However there is going to be an "unofficial" ruling government which is going to me a Merchant's Guild. It's a fair ruling body (although I'm leaving my options open. for example i might throw in a Guild Leader that is actually one of the Pirate King's disguised vampire lieutenants to give the adventurers an interesting political adventure.)

3. The world is mostly dominated by a tropical climate except in the far north where powerful creatures live on a large island with a dormant volcano. the island is surrounded by a nearly impenetrable ice pack. The pirate's lair is one of two things (i haven't decided yet) either an island protected by some sort of spell to make it invisible to the naked eye (not sure on if that's even possible and i'm not postive where to get good info on spells cast on locations.) or making it some sort of underwater fortress.

4. I expect the players to pursue 1 of 3 things.

1. A good-aligned player who eventually realizes that this island "paradise" is threatened by some sort of great evil and he goes out to destroy it.

2. Players who decide that they want to get their own ship and go sailing off to discover treasure and engage in furious ship-to-ship battle.

3. Evil-aligned players that realize that the world is under attack and goes to find out a way to help gain power in this new rising evil force or at least to gain power or riches in the ensuing chaos.
Floom

05-23-07, 01:04 AM
Essential PrC in Complete Adventurer. Dread Pirate, I think it's called. Also, while references to the Pirates of the Carribean movies are good for flavor, don't overdo it (This isn't in response to your story proposal, just so you know. I just think I'd find it a bit awkward running into a Captian Jack Sparrow look-alike). Also, consider the plot of One Piece (I'm kind of ashamed to confess I used to watch it). While it is cheesy to an almost surreal degree (I mean, a clown pirate? Come on...) the underlying theme of acquiring a vast treasure and securing dominance over other pirate-lords is pretty solid. For it is a glorious thing, to be a pirate king! (A cookie to the first who get's the reference.)

first off, the referance is from pirates of penzance (i cant spell it) from the song, the pirate king. ha!

there is some info on aquatic races, such as aquatic elves or aquatic dwarfs in unearthed arcana which talks about modifications on racial traits. also the swashbuckler is a very pirate like character, but you can always just use the same rules for classes with a different name. like a ranger might be a pirate who is good with bows... ok pretty weak example, but u know. also, some interesting things can be done with some classes such as a druid who has alot of wood spells such as warp wood and iron wood etc.. what are ships made out of?(wood, stupid) also, wildshape into shark or squid or something and attack enemy's swiming across.

its good to be creative when ur lacking on sources of info, hopefully i have given you some ideas.
Lednera

05-23-07, 01:03 PM
one of the best pirate oriented books i found is a supplement to the Kingdoms of Kalamar Campaign Setting, you can always remove the flavor from it and adapt it to your own but its 100% pirate themed. Salts and Sea Dogs, The Pirates of Tellene supplement to Kingdoms of Kalamar is a good book.
Zousha_Omenohu

05-23-07, 01:22 PM
You are correct Mr. Floom! You even spelled the title correctly (one word though...capitalization!). Here's your cookie!

:cookie:
edwardsobel

05-23-07, 01:24 PM
Another great book is "swashbuckling adventures" a d20 adaptation to the
7th sea game system.

check this out:
http://paizo.com/store/games/roleplayingGames/s/swashbucklingAdventures
kadeity

05-24-07, 01:52 AM
Ive run a long term pirate campaign before, and i have to say, Stormwrack is pretty useful...

HOWEVER!

The ship combat in that book SUCKS.
It encourages you to get into a Boarding position asap, so your pc's can use their abilities in melee and closer range....

The Arms And Equipment guide (3.0) has rules for ship vs ship combat that i like ALOT more... because im fond of naval battles.

now if your ok with ALWAYS trying to get your ship vs ship battles into pc's vs npc's in melle asap, then stormwrack alone will be fine. but im not.

I like having my pc's confined to the ship, and getting them used to it.
I mean i made them keep up with EVERYTHING on their ship.

Crew NPC's were so familiar that when an NPC died, the pc's were very upset.
nearly everyone had leadership, and were almost all in charge of something on the ship.

I mean we had a Bard who was our helmsman, he used the stormwrack feat Windsinger to steer the ship. We had a Sniper who LIVED in out crows nest. We had ourselves a captain who was a Marshal with a little horde of npc's. Our cook was also a barbarian. Our cargo was maintained by a dwarven drunken master monk who was notorious for stealing our ale. we had a warlock who maintained our cannons, and a cleric who was the ships priest,undertaker and carpenter. some of these are npc's some arent. most are cohorts of the pc's

it was an amazing campaign, since things like starvation, being lost at sea, and drowning all became an issue. things like Knowledge (geography) and Profession (sailor) started to really matter. EVERYONE had use rope, crossclass or not.

it was a fun game.
the favorite tactics of my group were to ahve the warlock and sniper in the crowsnests, picking off the enemies at a range of at LEAST 100ft.
Then wed use our balissta as much as possible. cannonfire was saved for the most IMPORTANT battles, since gunpowder was ahrd to come by. we used guns too, which added to the feel. I mean a rapier with asingle shot pistol in the hilt..... you dont get more pirate than that.

PLUS, one of the most fun things to do in a maritime campaign is to be PIRATE HUNTERS... not pirates :D

its like pirates, but you only attack PIRATES...not lowly cargo ships. thats more fun for your time since the folks you fight usually have class levels too!
DragonBringerX

05-24-07, 03:20 AM
you know...im surprised this hasn't been said yet...complete scoundrel
im about to run a pirate game myself...if u need some really good stats on guns PM me. books that are a MUST
MUST
Complete Scoundrel (as said above)
Complete Adventure (as mentioned b4)
Stormwrack (this should be the #1 book)
Arms and Equimpent (this book has all kinds of usuful things, not just ships)
RECOMEND
Magic Item Compendium (cheap magic goods, every pirates dream)
Frostburn (if ever your pirates head north, did it once, worked great!)
Players Handbook II (just some useful things in here)

I know, I know, I know thats a lot of books. However my guess is you own at least 1 or 2 of those if not all of em (like i do), but those books you will find VERY useful. I suggest getting the first list before anything else, the other 3 you dont need or you can get later on in the campagine.

As I said above, PM if you want great stats for flintlocks, so on and so forth (anybody actually)