Let's Be Bad Guys: Pirates! (d20)
Investigate - Formulate Plan - Execute Plan
Players are on a crew that has been assembled for a grand theft nautical scheme. They're all crew¸ no ship and maybe no captain. The crew decided the best way to get more fame and fortune is to simply...steal a ship. Now¸ no pirate worth their salt would break The Pirate Code¸ and steal from other pirates. So¸ they have decided to steal a ship that is not property of a pirate¸ and there's just such a ship anchored in the harbor today¸ The Sereneco! While it's crew is secretive and the ship's design is odd¸ it's the best target in the harbor.
The QuestThe first step is GATHER INFO & MAKE A PLAN. Get to the ship¸ steal the ship¸ get out to sea¸ take your first prize. Huzzah! You're Pirates now! Unless you're dead¸ then you might be warriors in the undead army of the Sea Witch¸ or Umwansh Lord of the Tides or Pelagia¸ Queen of the Seas... but that's another adventure and another story.
This funnel suggests 4 PCs per player using the Pirates Occupation table we have included.
We at 2OG games love a good nautical adventure. We even successfully Kickstarted a big¸ gonzo funnel called Sinking the Stercorarius. We realize that some people may not be into that sort of weird genre-bending story and simply want something... else. So¸ we have taken pieces of some things we've written and we've turned it into a different sort of funnel. In this adventure we'll make characters with piratical tendencies¸ send them out to secure a ship¸ and then sail that ship into some further action. It's only a wee bit gonzo since the ship is akin to an old Spelljammer.
What's Inside- ~7¸000 word adventure
- A new Weather Chart (precipitation and its effects¸ wind direction and strength)
- Reference cards for enemy NPCs
- Pirate Occupation Table
- Open Water map for VTT and Print
- Ship tokens (3 sizes¸ with/without cannon fire)
- top deck map of a new ship¸ The Sereneco
- Map of Lostport (with removal labels for VTT and Print)
Quick Crawls are perfect for in-person or online play and include maps and tokens to facilitate that. Additionally¸ the Two-Hour Tales work well online as we have found that people begin to fade or lose focus after around 2.5-3 hours. These DCC Quick Crawls¸ as we call them¸ will be PDFs only.
Each Quick Crawl will have at least one map¸ several tokens and a complete three-part adventure. All NPCs will have a Strategy section so Judges get insight into how they act and fight. We will break out all new spells¸ creatures and items into reference cards. This will help the Judge run the Two-Hour Tales by giving them all the info they need for each specific encounter in the Quick Crawl.
Additionally¸ each Quick Crawl leads into longer campaigns after the Two-Hour Tale with our Further Adventures section which gives ideas on how to continue along a specific story line. Later Two-Hour Tales can be dropped in as side quests or events in between major campaign action.
For more information check out 2 Old Guys Games publisher page and our website.
Looking for more DCC RPG action from 2 Old Guys Games? Check out our Sinking the Stercorarius series. It starts with a funnel featuring 3 occupation tables¸ 5 new weapons¸ and 3 new creatures along with a big plot twist. In the StS Expansion Pack is also a mini-adventure Behold! The Aethernauts Rise! which picks up where the funnel ends. Also in the Expansion Pack are two new classes¸ two nautical character sheets and more!
Seeking some ship-to-ship combat in DCC? We have Rules of Engagement ¸ a quick rules guide for that very thing as well!
How about a quick 2-minutes-to-midnight race to save the world? The Ziggurat