Difference between revisions of "Ports of Call (Skull & Shackles)"

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== Important Ports ==
 
== Important Ports ==
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|valign=top width="30%"|'''City (Nation)'''||valign=top width="18%"| '''Size'''||valign=top width="18%"|'''Distance'''||valign=top width="18%"| '''Sailing distance''' ||valign=top width="18%"| '''Alignment'''
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||Sasserine ||| Metropolis |||500 miles (800 km) ||| X days ||| Chaotic Good
 
||Sasserine ||| Metropolis |||500 miles (800 km) ||| X days ||| Chaotic Good
 
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Revision as of 12:17, 12 October 2012

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Ports of call will become more important as the campaign progresses, as pirates want to tell their loot in major ports.

The size of these towns are modified based on how attractive they are as markets for plunder - some of these cities are actually smaller or larger than this by population.

Important Ports

City (Nation) Size Distance Sailing distance Alignment
Sasserine Metropolis 500 miles (800 km) X days Chaotic Good
Irongate Metropolis 430 miles (700 km) X days Lawful Good
Scuttlecove Small City 100 miles (175 km) X days Chaotic Evil
Eleder (Sergava) Large City 200 miles (325 km) X days Lawful Neutral
Farshore (Isle of Dread) Small City 350 miles (550 km) X days Neutral Good
Ekul (Scarlet Brotherhood) Large City 225 miles (365 km) X days Lawful Evil
Rel Astra Metropolis 475 miles (750 km) X days Neutral Evil
Greyhawk Metropolis 650 miles (1000 km) X days Neutral
Safeton (Dyvers) Large City 650 miles (1000 km) X days Neutral
Duxchan (Lordhip of the Isles) Large City 225 miles (365 km) X days Neutral Evil
Dullstrand Large Town 225 miles (365 km) X days Neutral
Port Peril Large City 50 miles (80 km) X days Chaotic Neutral
Monmurg (Sea Princes) Large City 550 miles (875 km) X days Chaotic Neutral
Gryrax (Principality of Ulek) Metropolis 550 miles (875 km) X days Lawful Good
Gradsul (Keoland)) Metropolis 550 miles (875 km) X days Neutral Good
Naerie (Ahlissa) Small City 450 miles (700 km) X days Lawful Evil

Trade Policies

Depending on allegiance and alignment, a city will have different trade policies.

Good: A good port will not receive ships with an evil reputation, nor does it trade in slaves.

Evil: An evil port is risky for outsiders; apply a -5 penalty on social and trade checks in an evil city unless you have a local contact.

Lawful: A lawful port will only receive known ships or those of a friendly nation.

Chaotic: Chaotic alignment adds no rules, but rules for good/evil still apply.

True Neutral: A true neutral port will not receive known pirates or privateers of enemy nations.