Friday, December 11, 2015

People, Places and Plots in Port

This post is the first in a series that will take old d20 material and convert it for use with the Pirates of the Spanish Main RPG, providing locations that pirate player characters are likely to visit while in port. 

-Nate


The Sign of The Fortunate, Tavern and Inn
When it comes to pirate-themed adventures and campaigns, no location is more important than the tavern and inn. After all, it is here that many a sailor has been convinced to take up life on the account, and it is to here that successful scallywags return when they seek to spend the fortunes they've won. 


The Sign of the Fortunate
Refer to the map above for the following location descriptions.

1. Main Room
This broad, open area is filled from wall to wall with tables for guests. Stairs near the front door lead to the rooms on the upper level, while a long bar occupies the wall opposite. Behind the bar, another door leads back into the kitchen.

2. Kitchen
This room boasts tables for preparing food, a broad hearth, barrels of water, wine and ale, along with all of the implements necessary for its purpose.

3. Pantry
The walls of this room are filled with shelves containing all manner of foodstuffs, including sacks of flour and rice, jars of pickled meats, baskets of fresh fruits and vegetables, boxes of spices and the like. There is also a trapdoor in the floor that leads into the cellar in which the rum, wine and ale are stored.

4. Private Rooms
There are two of these areas, where guests can enjoy food and beverages with a little more privacy.

5. Upstairs Hall
The stairs in the front of the main room lead up to a landing, from which hallways lead back to the guest rooms.

6. Guest Rooms
Each of these rooms is furnished with a bed, wardrobe and storage trunk (but no lock). It's a comfortable space, if not a fancy one.

7. Double Rooms
These corner rooms are outfitted much like their smaller counterparts, except that they have two beds in them.


Kenneth Ward, Proprietor
At one time, this fellow aspired to be Captain Ward, and to pursue a career at sea. All of that changed when he undertook the maiden voyage of his ship the Fortunate. It was a disaster. The vessel ran aground on a reef during a storm and was gradually broken apart. Ward managed to escape, clinging to a piece of debris in the water—the piece of the transom that bore the ship's name. Upon returning to Port Royal, he invested his money in a tavern and inn, and used that item as the sign for it.
Kenneth Ward is a friendly, outgoing soul. While he has sworn off of a life at sea for himself, he still delights in hearing of other people's nautical adventures (and misadventures). For those reasons, he is sometimes willing to extend a bit of credit in exchange for a rousing tale.
Attributes: Agility d6, Smarts d6, Spirit d6, Strength d6, Vigor d6
Skills: Boating d4, Fighting d4, Knowledge d6, Notice d8, Persuasion d8, Shooting d4, Survival d4
Charisma: --, Pace: 6”, Parry: 4, Toughness: 5
Edges: Rich
Hindrances: Bad Luck
Gear: Clothing; blunderbuss (kept behind the bar)
Wealth: Equivalent of Pillage! (also kept behind the bar)

Typical Patrons—Use the stats for Citizens from page 222 of the core rulebook.

Rough Customers—Use the stats for Pirates from pages 237-8 of the core rulebook.

Pickpocket—While Mr. Ward tries to prevent such ne'er-do-wells from frequenting his establishment, there's always the chance that a pickpocket makes an appearance here; use the stats for Thieves from pages 245-6 of the core rulebook.


Plot Hooks
A few of the many ways in which the Sign of the Fortunate can become involved in adventures and campaigns are suggested below.
  • First and foremost, of course, it provides a place for the heroes to meet with contacts before a voyage, as well as to recuperate and celebrate afterward.
  • When business picks up here, some of the entertainments include wrestling, knife throwing, carousing and gambling. (See below to find rules for passage, a popular dice game.)
  • Since members of various crews frequent this establishment, it could become a place in which to build alliances or to confront enemies.



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