Difference between revisions of "Ports of Call (Skull & Shackles)"
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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. | Ports of call will become more important as the campaign progresses, as pirates want to tell their loot in major ports. | ||
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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''' | |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 ||| | + | ||Sasserine ||| Metropolis |||580 miles (900 km) ||| 12 days ||| Chaotic Good |
|- | |- | ||
− | ||Irongate ||| Metropolis||| 430 miles (700 km) ||| | + | ||Irongate ||| Metropolis||| 430 miles (700 km) ||| 9 days ||| Lawful Good |
|- | |- | ||
− | ||Scuttlecove |||Small City ||| 100 miles (175 km)||| | + | ||Scuttlecove |||Small City ||| 100 miles (175 km)||| 2 days ||| Chaotic Evil |
|- | |- | ||
− | ||Eleder (Sergava)|||Large City ||| 200 miles (325 km) ||| | + | ||Eleder (Sergava)|||Large City ||| 200 miles (325 km) ||| 5 days ||| Lawful Neutral |
|- | |- | ||
− | ||Farshore (Isle of Dread)|||Small City||| 350 miles (550 km) ||| | + | ||Farshore (Isle of Dread)|||Small City||| 350 miles (550 km) ||| 9 days||| Neutral Good |
|- | |- | ||
− | ||Ekul (Scarlet Brotherhood)|||Large City|||225 miles (365 km)||| | + | ||Ekul (Scarlet Brotherhood)|||Large City|||225 miles (365 km)||| 5 days ||| Lawful Evil |
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− | ||Rel Astra ||| Metropolis||| 475 miles (750 km)||| | + | ||Rel Astra ||| Metropolis||| 475 miles (750 km)|||10 days||| Neutral Evil |
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− | ||Greyhawk||| Metropolis||| 650 miles (1000 km)||| | + | ||Greyhawk||| Metropolis||| 650 miles (1000 km)|||14 days||| Neutral |
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− | ||Safeton (Dyvers)||| Large City ||| 650 miles (1000 km)||| | + | ||Safeton (Dyvers)||| Large City ||| 650 miles (1000 km)|||14 days||| Neutral |
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− | ||Duxchan (Lordhip of the Isles)|||Large City|||225 miles (365 km)||| | + | ||Duxchan (Lordhip of the Isles)|||Large City|||225 miles (365 km)||| 6 days ||| Neutral Evil |
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− | ||Dullstrand |||Large Town|||225 miles (365 km)||| | + | ||Dullstrand |||Large Town|||225 miles (365 km)||| 7 days ||| Neutral |
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− | ||Port Peril |||Large City ||| 50 miles (80 km)||| | + | ||Port Peril |||Large City ||| 50 miles (80 km)|||1 days||| Chaotic Neutral |
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− | ||Monmurg (Sea Princes)|||Large City||| 550 miles (875 km) ||| | + | ||Monmurg (Sea Princes)|||Large City||| 550 miles (875 km) ||| 11 days ||| Chaotic Neutral |
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− | ||Gryrax (Principality of Ulek)|||Metropolis||| 550 miles (875 km) ||| | + | ||Gryrax (Principality of Ulek)|||Metropolis||| 550 miles (875 km) ||| 11 days ||| Lawful Good |
|- | |- | ||
− | ||Gradsul (Keoland))|||Metropolis||| 550 miles (875 km) ||| | + | ||Gradsul (Keoland))|||Metropolis||| 550 miles (875 km) ||| 11 days ||| Neutral Good |
|- | |- | ||
− | ||Naerie (Ahlissa)|||Small City|||450 miles (700 km)||| | + | ||Naerie (Ahlissa)|||Small City|||450 miles (700 km)||| 9 days||| Lawful Neutral |
+ | |- | ||
+ | ||Prymp (Ahlissa)|||Large City|||650 miles (1000 km)|||14 days|||Lawful Evil | ||
+ | |- | ||
+ | ||Mithat (Nyrond)|||Large City|||650 miles (1000 km)|||14 days|||Lawful Good | ||
|} | |} | ||
− | == | + | == Table Key == |
+ | === Settlement Size === | ||
+ | The size of these towns are modified based on how attractive they are as markets - some of these cities are actually smaller or larger than this by population. See the [http://www.d20pfsrd.com/gamemastering/settlements Settlements] rules for details on settlements. | ||
+ | |||
+ | === Sail Time === | ||
+ | This is the average travel time for a sailing ship from the north-central Shackles area. | ||
+ | |||
+ | === Alignment === | ||
Depending on allegiance and alignment, a city will have different trade policies. | Depending on allegiance and alignment, a city will have different trade policies. | ||
Revision as of 12:40, 12 October 2012
Ports of call will become more important as the campaign progresses, as pirates want to tell their loot in major ports.
Important Ports
City (Nation) | Size | Distance | Sailing distance | Alignment |
Sasserine | Metropolis | 580 miles (900 km) | 12 days | Chaotic Good |
Irongate | Metropolis | 430 miles (700 km) | 9 days | Lawful Good |
Scuttlecove | Small City | 100 miles (175 km) | 2 days | Chaotic Evil |
Eleder (Sergava) | Large City | 200 miles (325 km) | 5 days | Lawful Neutral |
Farshore (Isle of Dread) | Small City | 350 miles (550 km) | 9 days | Neutral Good |
Ekul (Scarlet Brotherhood) | Large City | 225 miles (365 km) | 5 days | Lawful Evil |
Rel Astra | Metropolis | 475 miles (750 km) | 10 days | Neutral Evil |
Greyhawk | Metropolis | 650 miles (1000 km) | 14 days | Neutral |
Safeton (Dyvers) | Large City | 650 miles (1000 km) | 14 days | Neutral |
Duxchan (Lordhip of the Isles) | Large City | 225 miles (365 km) | 6 days | Neutral Evil |
Dullstrand | Large Town | 225 miles (365 km) | 7 days | Neutral |
Port Peril | Large City | 50 miles (80 km) | 1 days | Chaotic Neutral |
Monmurg (Sea Princes) | Large City | 550 miles (875 km) | 11 days | Chaotic Neutral |
Gryrax (Principality of Ulek) | Metropolis | 550 miles (875 km) | 11 days | Lawful Good |
Gradsul (Keoland)) | Metropolis | 550 miles (875 km) | 11 days | Neutral Good |
Naerie (Ahlissa) | Small City | 450 miles (700 km) | 9 days | Lawful Neutral |
Prymp (Ahlissa) | Large City | 650 miles (1000 km) | 14 days | Lawful Evil |
Mithat (Nyrond) | Large City | 650 miles (1000 km) | 14 days | Lawful Good |
Table Key
Settlement Size
The size of these towns are modified based on how attractive they are as markets - some of these cities are actually smaller or larger than this by population. See the Settlements rules for details on settlements.
Sail Time
This is the average travel time for a sailing ship from the north-central Shackles area.
Alignment
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.