He doesn't care what two groups with a grudge do to each other, as long as the gold keeps coming into his coffers.
If Harrigan had friends among the Pirate Lords, they could perhaps make reprisals after the fact, but Bonefist's reaction at the beginning of Chapter 6 shows what he would do: absolutely nothing. It's the Shackles which is pretty much dog eat dog.
QUEST FOR INFAMY RIFDDLE FREE
There's nothing stating that Free Captains can't fight each other. The fact of the matter is, once they go to Dagon's Jaws and retrieve the information Scag's Rotgram has on Harrigan, they already have all the intel they need to launch the offensive. It has nothing to do with them suspecting him as a Chelish agent. The adventure however clearly starts with Tessa noting to the PCs that Harrigan is assembling a fleet against them, because he's sore they beat him in the race as well as the fact that they mutinied against him and stole one of his 'prizes'. To sum up, after the awesome start and set-up of books 1 and 2, and with groups wanting control of their own destiny when presented with the open seas, I bet there are plenty of groups who go their own way. So I stole liberally from Open Design’s To the Edge of the World adventure and merged it with the island of the Black Tower to make it more dynamic. The whole idea of going to get a legendary weapon going into the home stretch is a fairly common staple of the AP’s and it doesn’t usually meet with approval from my players (too video-gamey I suppose). They’re already gathering a fleet and are getting ready to face Harrigan. This book isn’t running very much at all as the writer intended, I’m sure, but by the end I’m confident the story will still be intact. And I again cannibalized many stats from this and twisted them into their own tales. Now, in the thick of book 5 there’s more of sailing around to put together pieces of the story puzzle. There’s a lot of really great stories in here, just getting to them is an exercise in modification! They conquered the Island of Empty Eyes, threw the party and loved the chance to sway votes at the Pirate’s Council, which I never saw coming. Did they eventually decide to run the Captain’s Regatta? Yes.
Did they still uncover proof of a traitor? Yes. Book 3’s hunt for the traitor carrot-and-stick approach turned me off so much I cannibalized most of the stat blocks and locations with other stories attached. Customize Your Experience | Players can customize their spells, skills, and adventures for an adventure their way.But…sometime toward the end of book 3 I realized I wanted to stick closer to the AP’s storyline even if modified here and there, rather than spending the whole campaign with them sailing about terrorizing the shipping lanes.Your Class Determines Your Story | Choose from three player classes - Brigand, Rogue, or Sorcerer - each with its own play style and unique adventure storyline.Retro Roleplaying Returns | Inspired by the fun of villains, RPGs, and point and click adventures, the game presents a blend of fun genres in a hand-drawn, retro package.A hand drawn, retro look caps off the roleplaying adventure. The retro game blends puzzle solving with turn-based combat, and a dash of spellcasting in its adventure.
Your adventures in villainy will take you through dangerous dungeons, towns with treasures to be pilfered, and into the presence of beasts to be slain. Bring out your inner scoundrel and play through a unique storyline for each of of the game's three classes. The mature, humorous game, which was funded successfully via Kickstarter, puts you in the role of a charismatic villain. Quest for Infamy is an independent blend of retro point and click adventure game and RPG.