Phoenix234
Sergeant Knight at Arms

Pirate themed roleplaying map
Ive been told by Calen that all maps take a scene number so ill be taking scene 8
Basic Layout


yellow dashed line is a pirate boat route.
purple is the trader boat route
brown route is the longer safer alternative.
Town A gets the mine and the dropoff, town B gets the smelter. traders can risk a speedy smelt by moving there supplies with a boat or take a long slow cart ride around the maps edge.
outlaws and ruffians spawn on the pirate islands with boats and get left to try to raid the traders as they cross.
The pirates get the smallest sized boats which are to be the fastest but weakest, they can fit down narrow gaps to escape the much larger Nation boats ( the 2nd sized boats ) while the largest galleons are used by traders to transport carts and horses to the other ports.
there are 3 large castles each eith a port, 2 of those castles protect a highly profitable town while the 3rd is a sort of pirate prison and has the best defenses.
Pirates have a rulebook to follow while on this map, they can only drive their small boats, the rest are to either be left, destroyed or sent on a collision course with a port (ghostships etc) Pirates can either kill the captain of the ship, hold him for ransom at there port or leave him marooned on an island.
the traders on the ship can be taken as slaves to work on there boats or kicked off the boat to drown.
Guards are killed always since they cant be trusted by pirates
Nation ships are to big to get into the pirates river and cant guard all of their exits so pirates have to be caught in the sea unless the nations want to land a party to travel through the jungle to reach the pirates port base
Opinions?
Ive been told by Calen that all maps take a scene number so ill be taking scene 8
Basic Layout


yellow dashed line is a pirate boat route.
purple is the trader boat route
brown route is the longer safer alternative.
Town A gets the mine and the dropoff, town B gets the smelter. traders can risk a speedy smelt by moving there supplies with a boat or take a long slow cart ride around the maps edge.
outlaws and ruffians spawn on the pirate islands with boats and get left to try to raid the traders as they cross.
The pirates get the smallest sized boats which are to be the fastest but weakest, they can fit down narrow gaps to escape the much larger Nation boats ( the 2nd sized boats ) while the largest galleons are used by traders to transport carts and horses to the other ports.
there are 3 large castles each eith a port, 2 of those castles protect a highly profitable town while the 3rd is a sort of pirate prison and has the best defenses.
Pirates have a rulebook to follow while on this map, they can only drive their small boats, the rest are to either be left, destroyed or sent on a collision course with a port (ghostships etc) Pirates can either kill the captain of the ship, hold him for ransom at there port or leave him marooned on an island.
the traders on the ship can be taken as slaves to work on there boats or kicked off the boat to drown.
Guards are killed always since they cant be trusted by pirates
Nation ships are to big to get into the pirates river and cant guard all of their exits so pirates have to be caught in the sea unless the nations want to land a party to travel through the jungle to reach the pirates port base
Opinions?




