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 The sea of fallen stars

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Pluddon Posted - 21 Sep 2013 : 17:49:23
I am planning on takings he group I dm for through the sea of fallen stars by boat. I am trying to find out what some of the dangers they may face are. Also wondering the amount of time for a fairly small boat to cross from the dalelands to mulhorand.
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Cbad285 Posted - 28 Sep 2013 : 10:53:56
I second the above poster. The sea, minor dangers magnified, ect. The added issue that they are in a world teaming with monsters is another aspect. In our sea of fallen stars campaign, sea serpents have been a regular problem and have killed dozens of our crews. With all of these dangers you can expect that this month long trip will more likely take three to four months depending. And a good DM will always take the opportunity for long travel to add depth to his game over the course of the journey. It can be a harrowing experience going out your door, you step on the road, and if you don't keep your feet there's no telling where you'll end up.
The Masked Mage Posted - 27 Sep 2013 : 20:25:35
I live and work on a ship and the greatest dangers that they can expect to find are the sea itself. Even in hostile waters it is very difficult to discover a small ship on the ocean. Its simpler now in the age of radar and satellite positioning systems but still far from certain. The inherent danger of long sea voyages is usually overlooked in games because it is not flashy, but unless they are going to employ skilled and trained sailors going out into open waters is highly dangerous. Weather is an obvious concern - even a steady wind in the wrong direction could kill them. Too much sun and insufficient water would as well. Someone falling overboard is dangerous as well, for the victim as well as anyone attempting a rescue. Other simple problems become major issues when at sea - mild illness quickly becomes an epidemic a small fire can sink a ship if handled incorrectly, etc. Of course, none of this has the flash and excitement of most rpg campaigns, but any and all of these concerns would be real and major.
Barastir Posted - 23 Sep 2013 : 12:17:16
Pluddon,

I'd suggest the books Markus has already mentioned... But to add some nice AD&D generic sea rules and ideas, I'd suggest also "Of Ships and the Sea", have you checked this book already? It brings rules and ideas for 2e games above and under the sea.
Eilserus Posted - 22 Sep 2013 : 22:46:36
Check out the Serpent's Skull adventure path. I think that's the one. The first noobler adventure is The Smuggler's Shiv and involves the PCs being ship-wrecked on an island. Would be fairly simple to scale up too. Be perfect for getting started in the sea of fallen stars. :)
Pluddon Posted - 22 Sep 2013 : 22:27:22
Thanks. I was talking about something along the lines of a cog. The party did end up Getting attacked by pirates but were able to run with the help of a control winds spell. Their about half way across and it's been nearly twenty days.
Ilmarinnen Posted - 22 Sep 2013 : 16:50:04
Just checked the map - the shortest available path from Scardale to Sultim is about 1250 miles long. Yes, it can take about a month. Still it will depend greatly on the winds and skill of your PCs.
Keep in mind that boat cannot carry enough supplies for a such long trip. Unless you PCs are going to sustain themselves with magic, they'll have to stop somewhere to refill their supplies.
Which dangers can you propose them? It depends on their level.
Sea elves, sahuagins and other sea humanoids may ambush boats in shallow waters where are other fishermen. Peoples of islands and Altumbel archipelago pirates on the other hand may simly neglect such miserable booty as one boat. (If your characters are powerful enough to repel a pirate crew, why are they still travelling by boat?)
Note that there is no sure division between lawful merchants and lawless pirates. Cunning captains do not neglect any opportunty :)


quote:
For example if you set your campaign around 1369 your players could well find themselves

In Flamerule 1369 your players have chances to meet tsunami that devastated shores and islands of Alamber sea.
In 1371-79 your boat can get involved into sea combat between forces of pharaoh an free Unther (and their numerous supporters.)


quote:
Especially a boat of Thay would be a "fun" undertaking

Think about it. Thayans have a net of trading enclaves around the SoFS. So they have a number of ships that supply these enclaves with goods and carry the spoils to Bezantur.
One of such ships here:
http://dungeonmaster.ru/Session.aspx?module=2784&room=14231#616371
Markustay Posted - 22 Sep 2013 : 14:06:31
By 'small boat' I had though he meant something along the lines of a cog, not a rowboat. The assumption being such a journey in a tiny boat would be suicide.

I agree that booking passage on a merchant vessel is the best option... but we really don't know any of the specifics here.
Lord Bane Posted - 22 Sep 2013 : 12:27:34
A small boat would not make it far on the Sea of Fallen Stars. It would get attacked by pirates as easy prey rather than get all the way to Mulhorand, leaving aside the perils of nature on the sea like storms or the denizens below. Also you have to take into consideration that you will need rations for the voyage and that takes up space aswell.
Either buy a passage with a merchant vessel of bigger status or part of a convoy or as Ayrik put it, go pirate and claim a vessel for your own, involving all reprisal by the effected party if itīs part of a merchant company and in good graces with a nation it belongs to. Especially a boat of Thay would be a "fun" undertaking
Lily M Green Posted - 22 Sep 2013 : 07:19:39
When is your time setting? I'm imagining as you mentioned Mulhorand it's pre-spellplague but dependent on when you set your story depends of just how risky the trip is... For example if you set your campaign around 1369 your players could well find themselves in the midst of a great battle between the Sauhagin and the Sea Elves of Seros and their allies. If this is your time frame then I suggest reading at least the last two of Mel Odom's Threat from the Sea trilogy if not then they might be worth a read for inspiration anyway.
Ayrik Posted - 22 Sep 2013 : 06:36:54
Ha! Any PC worth his dice will try to pirate/hijack a respectable seaworthy vessel in no time at all. Or sell the rowboat then buy passage aboard a ship. Or just teleport.
TBeholder Posted - 22 Sep 2013 : 04:19:50
Yup. Thus, they'll have to either restrict their activity to narrow bays and straits or at least go around slowly, hugging the shore in good weather and praying a lot - you know, like typical fishers do.
rjfras Posted - 22 Sep 2013 : 01:10:41
a fairly small boat, prolly wouldn't be sea worthy and wouldn't try to cross the sea, but would hug the coast going around
Pluddon Posted - 21 Sep 2013 : 21:03:56
Thanks. I think I'll check out some of those books
Markustay Posted - 21 Sep 2013 : 20:38:32
It really depends on a LOT of factors, but my best guesstimate would be about a month.

There are The Sea of Fallen Stars and The Pirates of the Fallen Stars supplements - both rather excellent and detailed. The former deals with stuff primarily below the water, and the later with stuff above/on it. The most obvious threat would be Sahuagin, but there are just so many other 'toys' to play with - its an immense area. If you are running a 4e+ game, then there is also the Abolethic Sovereignty to worry about.

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