Also, I'd like to wish a happy Fourth of July to everyone who celebrates it.
-Nate
Interlude 46: The
Settlement
Depending on how
they are regarded in the eyes of the law, the PC's might find it
necessary to seek out a place to live where they are beyond the reach
of the authorities. Alternately, they might rescue or otherwise
assist fugitives who need such sanctuary. Whatever the case, this
interlude provides some suggestions for developing a situation in
which a group of characters establish a settlement.
Finding a Suitable Location
The first
consideration, of course, is to find a place to build the settlement.
When doing so, there are a few concerns that should be kept in mind.
How remote is it? That is to say, how likely is it that the
authorities or other enemies might stumble across it? For example,
the Bahamas have plenty of little islands on which to find some
seclusion, but they're also quite close to major ports inhabited by
Spain, France, England and the Netherlands. On the other hand,
locations in the Pacific and Indian Oceans, like Madagascar or even
more remote locations, can provide more solitude, although it thus
becomes more difficult to resupply a settlement.
Building Shelters
If people are going to live in this place, they need to have a roof over their heads. To that end, their are a number of options open to the PC's. Refer to the appropriate maps from the scenario "Reprisal" and the article "Squatter Bay" for examples of the kinds of simple structures that could be easily built. It takes Profession: woodcutter and Craft: carpentry checks to build them. Indeed, PC's with relevant skills could lead the others in building their new homes. Additionally, it could be interesting to lay out the community, to plan other structures like a meeting house, tavern, warehouse or the like.
In theory, the GM
could set a value on the structures, and then use that to determine
just how much time and work are required to build them. This could be
come tedious. Perhaps a better option is simply to record the result
for each structure built, so as to have a comparison of their
relative qualities.
Securing Sources of Food
This is perhaps
the biggest concern facing any community. There are a few skills that
could help accomplish this, such as Profession: farmer, fisher,
hunter or rancher. These apply, of course, to growing crops, catching
fish, tracking and killing game or raising livestock. Here again, it
might become disinteresting to provide a table with check results and
the amount of food created by each. Rather, the results of checks by
the PC's--while exploring various options--could again represent who
is able to provide the most food and how.
Providing Income/Revenue
In the event that
the community is not self-sufficient, as far as food is concerned, it
could be necessary to have an alternative sources of funding. One
option, if the PC's are involved, is that they could pay for it with
the spoils of their piratical exploits. Another option is that the
inhabitants could produce useful goods by using such skills as Craft:
basketweaving, leatherworking, pottery or weaving; or Profession:
brewer, miner or tanner. These are, of course, in addition to the
subskills mentioned above.
Establishing Defenses
More important, in
the event that unwanted visitors should ever find the settlement, are
the precautions and preparations made for fending off an attack.
These could include a number of factors, such as the following.
- From the outset, it's a good idea to raise a barrier of sand or dirt and offload some cannon, at least until the place is up and running.
- Then it's important to know what kinds of weapons--melee and ranged--are stockpiled here. It could be up to the PC's to provide these armaments.
- Next, is there any artillery left for use against ships and groups of enemies? Here again, the PC's might need to supply cannon, powder and shot.
- What type of training do the locals have? This could make for an exciting scene, with capable characters helping to drill the settlers.
- Does the place have any supernatural or otherwise special defenses?
Of course, it's
impossible to know just how successful these preparations are,
unless an attack occurs.
When Drama Ensues
All kinds of
problems could ensue while the settlement is being established; a few
of the possibilities include the following options.
- The settlement provides a place to which the PC's can return on a regular basis, a familiar location occupied by characters who are well known to them. Of course, this could lead to squabbles such as competitive rivalries, love triangles and the like.
- There is always the chance that factions could develop while the PC's are helping to build the settlement. These might include rivals in the organization, or anyone else who disagrees with how the PC's decide to do things.
- If this factionalism developed far enough, someone could betray the inhabitants to their enemies, leading to an attack on the settlement.
- Such an attack would provide a chance for the inhabitants to fight, testing all of the preparations previously made.
The GM should, as
always, tailor these developments based on the actions of the PC's
and the personalities of notable NPC's.
Connecting This Interlude to Other
Events
This interlude
could connect to elements from previous adventures in the Come
Hell and High Water campaign,
including some of these options.
- A number of associates met through these adventures could be seeking asylum, such as Nneka and other Maroons, Alkmene the sea witch, Sister Sophia or other Amazons, and the like.
- Should the PC's run afoul of a powerful group, possibly including the English government, the Inquistion, the Cabal or others, they might need to spend some time in a settlement such as this.
- Such groups are a natural fit for enemies who might attack the settlement.
- This might even become a pirate colony, much like the utopian idea of Libertalia.
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