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.
The
book opens with a brief introduction that
contains an overview of the book's contents as well as a listing of
other Pathfinder books that deal with the high seas, such as the
Skull & Shackles Adventure Path.
Indeed, this book uses mechanics first introduced in that adventure
path for providing the ships' statistics, including expressing ships'
wealth in plunder. However, it's not absolutely necessary to be
familiar with Skull & Shackles to use this book. The introduction
provides a quick method for converting plunder to gold piece values,
and the other statistics are only really necessary for ship-to-ship
combat. In such cases, the rules can be found in the Skull & Shackles Player's Guide,
which is available for free without
having to purchase the entire adventure path.
Before
getting into the descriptions of the individual ships, there is a
short chapter on sailing. This contains a glossary of basic nautical
terms, as well as brief descriptions of the types of sailing ships
(such as caravels, galleys, and frigates) that can be found sailing
the Inner Sea. There is also a description of the common trade routes
used in the Inner Sea Region, along with a map showing the routes.
This is a great bit of added detail, as it's something GMs can use
even when they aren't using any of the specific ships in the book.
Finally, there are some brief descriptions of natural hazards and
particularly dangerous areas, such as the haunted coast of Geb and
the Sodden Coast.
The
remainder and bulk of the book is devoted to the seven ships. Each
ship gets eight pages of description. Packed into these pages are the
ship's history, its layout (including a map), an overview of its
crew, some adventure ideas, the ship's stats, typical tactics, and
full stats for a couple of the crew members. Every
chapter also contains an illustration of the ship as well as
illustrations of the crew members with full stats. In
a couple of cases (generally for the smaller ships), the chapters
contain a few extra things as well. For example, the Kraken's
Spite has only one deck and
needs only half a page for its map (as opposed to a full page like
the other ships), and the description of its layout is thus fairly
short. As such, there is room for a section on the treasures the
Kraken's Spite's crew
has brought back from Arcadia, including three new magic items. Each
chapter provides just enough information to set the scene and get
ideas flowing. While a lot of
information is given, not
every secret is revealed. Instead,
many
are only hinted
at, which gives GMs leeway in
adapting each ship to their own campaigns.
One
of the best aspects of Ships of the Inner Sea
is the variety present in the seven ships—in the types of ships and
the characters who crew them. There are many different lands, races,
and ethnicities from across Golarion represented. The Burnt
Saffron is a slave galley whose
captain is said to have made a deal with Asmodeus. The ship has been
thought destroyed on several occasions but always shows up again. The
Cetaceal is a ship of
Andoran's Steel Falcons, dedicated to freeing slaves. The
Hu-Hazhong is a
merchant junk from far-off Lingshen in Tian Xia, captained by a
kitsune alchemist and a samsaran druid. They have made a long,
dangerous journey to the Inner Sea for the purpose of trade. A
contingent of Hell Knights makes
up a part of the large crew of the Chelish man-o'-war, the
Impervious. Hailing
from the Lands of the Linnorm Kings, the crew of the Kraken's
Spite have (somewhat
reluctantly) given up raiding and pillaging to instead fight against
slaver ships. No collection of fantasy ships would be complete
without a ghost ship, and that's where the Mark of
Yunnarius comes in. Its captain
was betrayed and killed by her lover, who
had organized a mutiny. But the captain rose as a banshee and slew
everyone—except the ex-lover. The crew became draugrs and the
ex-lover a prisoner. She is still a prisoner on the ship, tormented
for her betrayal. Finally, the Ravishing Ruby
is a pirate ship whose captain is obsessed with recovering a treasure
map that was stolen from her.
If
I have one criticism of Ships
of the Inner Sea, it's
that I wish there was a little more information on the crews. In many
cases, the details on the individual characters are rather sketchy,
with only very broad statements describing each person. Even the crew
members with full stats (generally two for each ship) have very
little description with their stats—in some cases, none at all
(although there is some general information elsewhere in the
chapter). This is, of course, a space issue, and the only way it
could have been avoided would be either to include less information
about other aspects of the ships or to leave out one entire ship so
that the remaining ones could get an extra page or so of detail.
In
all honesty though, it's pretty impressive how much information is
squeezed into each chapter's eight pages, especially
considering that some of the space is taken up by artwork. Even
though I might wish for a bit more information about the crew
members, there is still more than enough information to get the
creative juices flowing, and as I've said before, any book that gets
me thinking and plotting new ideas is a good one, and this book
certainly does that. Reading
through it has already sparked off several ideas for future
adventures I might someday run.
Overall,
Ships of the Inner Sea
is a book that will almost certainly see use at my table at some
point—whether as part of a future Skull & Shackles campaign or
just a one-off encounter as the PCs travel from one place to another.
The seven ships in here provide enough material for many exciting
adventures.
try these one: http://paizo.com/store/byCompany/f/frogGodGames/pathfinderRPG/razorCoast they are for me the measure all other pirate campaign books have to measure against.
ReplyDeleteI've heard a lot of good things about Razor Coast, although I haven't read any of the books myself.
Deletei think the campaign is a bit convoluted at parts, but gire as she bears has fun rules for ships: http://paizo.com/products/btpy8yfr?Razor-Coast-Fire-as-She-Bears
DeleteI think Razor Coast is a masterpiece. However, the complexity to run the campaign effectively is mind boggling. There is just so much going on. Nice review of "Ships". Somehow I missed this release - it just didn't light up my radar but I'll definitely check it out. It could still come in handy since we are currently running Savage Tide.
ReplyDelete