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dalamb

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For shipborne adventures, you really should read Stormwrack; this thread summarizes a few aspects of those rules and guidelines.

  • Dealing with fire

  • Division of treasure

  • Officers

  • Privateer, not pirate; surrender is an option

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Privateer, not pirate (and surrender)


Privateers are quasi-legal pirates. Your captain has a Letter of Marque authorizing you to continue an on-going war by preying on the shipping of an enemy nation. If you're captured by that enemy, they must treat you as prisoners of war. You're expected to follow the laws of war, which include accepting surrender and treating prisoners humanely. Consequently the combat rules are designed to make subdual more likely than death.

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Dealing with Fire


Fireballs are not the immediate ship-killers (or even rigging-killers) you might think. The Captain is going to remember to wet down the sails before going into battle (if not surprised). Pg.31 of Stormwrack discusses starting and putting out fires; note especially Create Water (which, by house rules, can be cast over and over again, tying up your cleric while the fire is burning) and Quench.

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Division of Treasure


On a privateer, "prize money" from selling a captured ship isn't shared equally. Various divisions are possible, but they all obey the principle that captains get a large share (because they are responsible for upkeep of the ship), officers split a smaller share, owners or others might have some share, and the rest of the crew split the remainder. The split mandated by Andaron and used for the Swift Vengeance is

  • 1/8 to the Crown, the cost of maintaining the Letter of Marque

  • 2/8 to the Owner, who is responsible for maintaining the ship. In the case of the Swift Vengeance, the Captain is the Owner, too.

  • 1/8 to the Captain

  • 2/8 split among the officers

  • 2/8 split among the rest of the crew, or their families if they do not survive the expedition that took the prize ship.

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Officers


All players should take on the role of an "officer" of the ship -- someone with responsibilities over and above those of the regular crew. This qualifies you for an equal share of the portion of acquired treasure reserved for officers. You can be creative in suggesting officer positions for a pseudo-medieval fantasy privateer, but here are a few possibilities. Some might require particular skills or abilities, but others could be held by anyone.

  • Artillerist. Responsible for the ship's ballistae and other siege engines. Needs weapons proficiency in siege engines (Heroes of Battle?), which is Int-based, and should probably take this as their free Stormwrack feat.

  • Boatswain. Responsible for the crew and maintenance of the ship. In-game would supervise repairs and bring requests from the crew to the Captain or First Mate. No special requirements.

  • Chaplain. While this might be a divine spellcaster, and might overlap with Doctor, the primary role is the spiritual health of the crew. Requires Diplomacy for counselling those going through the long dark night of the soul.

  • Doctor. Responsible for the health of the crew and healing after combat. Someone with the Heal skill, preferably also innate healing ability or spellcasting.

  • First Mate (Lieutenant). Primarily the leader of shore parties; in-game, would help manage NPC crew (perhaps as a co-DM).

  • Master at arms. Responsible for discipline and maintaining the armoury. No special requirements.

  • Navigator. While the captain herself may be a navigator, she usually delegates to this officer. Needs a high Knowledge(Geography) or Profession (Navigator).

  • Quartermaster. Responsible for maintaining stores and reprovisioning the ship. No special requirements.

  • Windmaster. If the crew is high enough level to have some form of wind control, this officer would be responsible for managing wind assistance, especially during a chase or a storm.

I'm willing to consider proposals for additional officer positions.

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  • 2 weeks later...

Capturing Ships


A major campaign element is Zentaru’s career as a privateer, wherein she (and thus you) harass and capture Iverinan shipping. This raises the issue of what y’all do with captured ships. Most merchant vessels are not suited as privateers, so they and their cargo will be sold, and their crew and passengers either imprisoned, released, or ransomed depending on exactly who they are and what the circumstances might be. The value you get (likely rather less than full price) from sale and ransom will be divided up according to the privateer division-of-treasure rules.

But eventually you may capture a fighting ship without damaging it too badly, and we need to agree on whether you want to separate yourselves from Captain Zentaru and strike out on your own. This requires that there be a completely amicable agreement about who gets to be captain, and I’m not ready to face that issue until we’ve all been campaigning together for long enough (whatever that means).

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