Pathfinder maelstrom pirate campaign11/27/2023 ![]() We hope to be a valuable resource for designing, showcasing, and cataloging homebrew content for Pathfinder 2e. 1 cargo = 30 passengers in cramped conditions or 10 in decent conditions.A place to share Pathfinder Infinite and homebrew content for Pathfinder 2nd Edition. ![]() If a ship throws its weapons over the side, it can carry an additional 1 cargo for each weapon slot emptied. In general, it’s best not to overburden the ship. Cutlery, plates, ceramics, glassware.Ī ship can carry any amount of Cargo over its capacity, but each point over imposes a +5 bonus on the Sailing Events Table (pg. Hopefully the crew of the merchant ship can escape the PCs or trick them into taking only the cutlery.īars of gold and coins. Half the cargo is household goods worth 150gp total, but the remaining cargo space is full of treasure worth 15,000gp. A fully loaded merchant hauler has 6 cargo. 1d10 is for quick rolling, 3d6 for potentially enormously rewarding cargoes.Įg. ![]() Distributions for 3d6 and 1d10 are listed. Merchant vessels will have holds full of 2 types of cargo. Snake-dragon-turtle-squid-dog.Įach point of Cargo a ship carries could be one of the following. About as bright as parrots butĮnormous shark. Out weight (1d6 Cargo or 2d6 Crew/Marines HP) to float off. They move strangely.Īctually a giant turtle with palm trees and grass on its shell. Someone has to go in the water to get it free. They land on the rigging and shit everywhere. Gigantic human corpse, 50’ tall, floating 3d10, racing in front ofĭown a curse on the ship, but it also looks delicious. What were they fleeing? Plates with food still on them. Did the rest of the island sink? Safe place to anchor.īoats. The screaming drives people to madness.įog bank. Will get into food, open wounds, and lay painful red eggs. From one end of the map to another, bearing rich gifts, peace Carries warning flags.įrigates, 2 coastal cutters, 2 merchant haulers. Plague victims, drifting across the seas. 50% will be willing to join a pirate crew. Lurking pirate hunter in a customs frigate over the Will burn them if they spot pirates.Įverything nailed shut. Flying a randomĭisguised as a merchant hauler. Will sink ships of an enemy flag (see the Who’s At War Now? table, pg. Ship ends up in a random location, ½ mile inland, with 0 HP. Delayed +1d6 weeks and roll on Supply table. Rains or you reach an island, lose 1d6 Crew HP each day after 3 days.Įverything is going well, noticed immediately. Out weight (1d6 Cargo or 2d6 Crew/Marines HP) to lighten the load to make Ship is now Swamped, requires considerable pumping to right. The crew but lots of “disco rice” (maggots) in the bread, green sheen on theįor 1d6 cannon charges / 1 round of shooting in ship combat / 1 boarding Table with a +10 bonus, the Supply twice table, and the Sea EncounterĬareless sailors shred one sail. With a +10 bonus, the Supply table, and the Sea Encounter Table. Weather Table with a +5 bonus and the Sea Encounter table, combining both Sea Encounter table, combining both results. Time listed minus the ship’s Speed in days. +5 for each point of Cargo over capacity.Īnd any further bonuses that the GM might care to inflict for a leaky ship, a cursed crew, a doomed voyage, etc. +5 if setting off during unfavourable weather +5 if the ship doesn’t have anyone with the Sailor skill +5 if the ship doesn’t have anyone with the Navigation skill However, roll on the Sailing Event Table, applying any of the following bonuses: No rolls are required to move from one area to another.
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