One
of the great things about fantasy games like Pathfinder is the sheer
number of different styles of adventuring that are possible. There's
a lot more than just dungeons and dragons (pun intended). You can
explore the wilderness, journey through tangled jungles, climb
towering mountains, get involved in politics, lead armies and
overthrow empires, and more. The opportunities are endless. One of
the many environments ripe for adventure is the open sea, where you
can be travellers to distant lands, merchants carrying goods to
various ports, or pirates who plunder what the merchants are
carrying. Indeed, shipbound adventures can be amongst the most
exciting and fun.
Ships of the Inner Sea provides
material for gamemasters to use
in seafaring
campaigns.
It describes
seven ships that sail the Inner Sea, including details of their
layouts, histories, and crews. Some
of the ships and crews might be allies of the PCs, or the PCs might
even join their crews; other ships contain enemies and villains to
fight. All the ships make for interesting encounters, either one-off
or recurring. Ships of the Inner Sea
doesn't just have to be for seafaring campaigns either. Even
campaigns that are mostly landlocked may spend some short periods at
sea as the player characters travel from one location to another, and
such an occasion could also be a perfect opportunity for an encounter
with one of the ships from this book.
I
generally like these kinds of sourcebooks as they provide material
that GMs can draw on when they need something last-minute, while also
being supplements they can build entire campaigns around. For the
most part, Ships of the Inner Sea
doesn't disappoint. There's a good variety in the types of ships
presented and all of them contain enough ideas and adventure seeds to
keep any group occupied for some time. It's certainly a resource I
will turn to if I run a seafaring campaign at some point in the
future.