This article, then, provides suggestions for doing just this sort of thing in a Skull & Bones campaign.
-Nate
Interlude 25: The
Refitting
It was a common
practice for a pirate crew, after taking its first prize, to refit
the vessel. This was when the ship's carpenter had a chance to shine,
by adding, modifying or removing bulkheads and other features,
cutting out extra gun ports and sometimes even cutting out an entire
forecastle or moving a mast. In this way the pirates could take an
ordinary merchant vessel and turn into a real sea rover, and into
their own floating home.
The same thing
can be a fun element in a Skull & Bones
campaign. The PC's can take an old deck plan and modify it, adding
cabins for themselves and important NPC's, and making any other
changes they desire. Take, for example, the plan for a slave ship
shown previously. Presented here is the same footprint, now modified
to serve as a pirate vessel. Area 2, which had been a special hold,
is divided into four separate cabins. The shelves have been removed
from the middle and lower decks, making room for ten cannon on each
side, with gun ports to match. These are, of course, only a couple of
the possibilities, and players are likely to have their own ideas for
how to customize their ship.
In
game terms, most of this (outside of adding the cannon) can be
handled with a series of Craft: carpentry skill checks. A skilled PC
could lead the work; otherwise, it might be necessary to hire an
expert NPC. This could also require going shopping or staging a raid
for supplies. It's also important to identify specific quarters and
label them, as this creates default locations for the characters when
future encounters happen.
Finally,
if anyone has access to graph paper with one-inch squares, it could
be nice to draw out the finished plan in order to reuse it from
session to session.
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