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

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||Port Peril |||Large City ||| 50 miles (80 km)|||1 days||| Chaotic Neutral
 
||Port Peril |||Large City ||| 50 miles (80 km)|||1 days||| Chaotic Neutral
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||Hell Harbor |||Small City ||| 50 miles (80 km)|||1 days||| Neutral
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||Quent |||Large City ||| 50 miles (80 km)|||1 days||| Chaotic Neutral
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||Ollo |||Small City ||| 50 miles (80 km)|||1 days||| Chaotic Evil
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||Drenchport|||Small City ||| 50 miles (80 km)|||1 days||| Chaotic Neutral
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||Slipcove |||Small City ||| 50 miles (80 km)|||1 days||| Chaotic Good
 
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||Scuttlecove |||Small City ||| 100 miles (175 km)||| 3 days ||| Chaotic Evil
 
||Scuttlecove |||Small City ||| 100 miles (175 km)||| 3 days ||| Chaotic Evil

Revision as of 12:54, 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.


Important Ports

City (Nation) Size Distance Sailing distance Alignment
Port Peril Large City 50 miles (80 km) 1 days Chaotic Neutral
Hell Harbor Small City 50 miles (80 km) 1 days Neutral
Quent Large City 50 miles (80 km) 1 days Chaotic Neutral
Ollo Small City 50 miles (80 km) 1 days Chaotic Evil
Drenchport Small City 50 miles (80 km) 1 days Chaotic Neutral
Slipcove Small City 50 miles (80 km) 1 days Chaotic Good
Scuttlecove Small City 100 miles (175 km) 3 days Chaotic Evil
Eleder (Sergava) Large City 200 miles (325 km) 5 days Lawful Neutral
Ekul (Scarlet Brotherhood) Large City 225 miles (365 km) 5 days Lawful Evil
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
Farshore (Isle of Dread) Small City 350 miles (550 km) 8 days Neutral Good
Irongate Metropolis 430 miles (700 km) 9 days Lawful Good
Naerie (Ahlissa) Small City 450 miles (700 km) 9 days Lawful Neutral
Rel Astra Metropolis 475 miles (750 km) 10 days Neutral Evil
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
Sasserine Metropolis 580 miles (900 km) 12 days Chaotic Good
Greyhawk Metropolis 650 miles (1000 km) 14 days Neutral
Safeton (Dyvers) Large City 650 miles (1000 km) 14 days 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.