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*'''The Sargasso Mire''': On the western half of the equator is a large expanse of brown sargassum seaweed and often calm water. It bounded by four currents forming an ocean gyre of unatually stable water where the seaweed has grown exponentially and is dangerous to sail even close too. Many an unprepaired ship has been trapped within the expanse and moved deeper into it. Legends say that some of these ship retain their treasure holds full of bouty.
 
*'''The Sargasso Mire''': On the western half of the equator is a large expanse of brown sargassum seaweed and often calm water. It bounded by four currents forming an ocean gyre of unatually stable water where the seaweed has grown exponentially and is dangerous to sail even close too. Many an unprepaired ship has been trapped within the expanse and moved deeper into it. Legends say that some of these ship retain their treasure holds full of bouty.
 
*'''Vesve Isle'''. This is an uninhabited heavily forested island in the northwester part of the Archipelago. There are rumores of a few wild elf communities on the island or at least there were at one time but now the island is cursed. Those whom have set foot on one of the island's few beaches have described a overwelming sense of foreboding and quickly left. Passing ships have heard monsterous cries coming from the thick interior but no creatures are ever seen (except a few island birds).
 
*'''Vesve Isle'''. This is an uninhabited heavily forested island in the northwester part of the Archipelago. There are rumores of a few wild elf communities on the island or at least there were at one time but now the island is cursed. Those whom have set foot on one of the island's few beaches have described a overwelming sense of foreboding and quickly left. Passing ships have heard monsterous cries coming from the thick interior but no creatures are ever seen (except a few island birds).
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==EXTRA GEAR==
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:'''Bandana''' | 5 cp
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:Colorful bandanas are used for sun protection or worn under a hat to make it more comfortable.
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:'''Eye Patch''' | 5 cp
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:Eye patches are worn to cover one eye and tie around the head, usually to cover injured or blind eyes. They are also worn to look more intimidating or to keep one eye covered when transitioning from the dim light of below decks to the bright sunlight above.
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:'''Hat''' | 1 sp to 5gp | 1/2 lb to 2lbs
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:Often worn by pirates for sun protection and style, such as bicorn and tricorn hats.
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:'''Nautical Chart''' | 25 gp
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:Nautical charts display settlements, depth of water, shape of coastlines, currents, tides and navigational hazards such as reefs. A chart grants Advantage on Nature checks related to navigation when in the area detailed by the chart to those who are proficient with navigator’s tools.
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:'''Oil Skinned Bag''' | 2 gp | 1 lb
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:These bags are semi-water proof and can be used to carry gear or gunpowder underwater... but only for a short time. Can hold up to 8lbs of items and will keep the dry even if submerged in water for 1d6+2 minutes (not always sure how long).
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:'''Reed Breathing Tube''' | 1 sp | 1/2 lb.
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:Use of a reed tube allows breathing 1-2 feet under the surface in calm waters. Using this device in rough waters is difficult or impossible.
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:'''Sextant''' | 500 gp | 2lbs
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:Used to determine latitude, a sextant grants you Advantage on Survival and Tool -Navigation tools checks made to navigate while above ground at midday or at night. You must be able to clearly see the midday sun or stars to use this device.
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:'''Spyglass''' | 250 gp | 1lb
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:Objects viewed through a spyglass are magnified to twice or three times their size.
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:'''Tattoo''' | 1 cp – 20gp (or free... ouch!)
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:Tattoos provide decoration, indicate group membership or can even provide an arcane focus. The quality, size, and the number of colors used in a tattoo determine its cost. Describe the tattoo you wish to have done to your GM to determine the price.
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:NOTE that a Ship's '''''Cargo Master''''' or '''''Super''''' for any merchant ship within the League requires them to have obtained a Super's tatoo at a Merchant League established station. This cost 250gp and have a bit of arcane script included within them.
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===Blackpowder Weapons===
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Explosives & Firearms (Blackpowder) weapons from the DMG pg. 267. The only rule is the these firearms have the long-loading (2) feature instead of Loading feature, which requires 2 full Actions to reload. Cannons have an even long Long Loading times. There is also additional gear found in both Prirate Adventures and Naval Combat that can come in handly but will introduce as the game goes on (especially when you gain your own ship)
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Explosives & Firearms (Blackpowder) weapons from the DMG pg. 267 but update the prices to including the Flintlock Pistol (125gp each) and Musket rifle (150gp each). Both replace the loading feature with 'long-loading (2)' meaning it takes 2 full actions to reload. Ammo costs 1gp for 10 shots and weigh 2lb. A Horn gunpowder costs 10gp for 10 shots worth of powder and weigh 2lbs. A keg of blackpowder (gunpowder) is 125gp and weighs 25lbs. A blackpowder bomb costs 25gp. 
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'''NEW MARTIAL FIREARMS'''
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:'''Blunderbuss''' | Cost 250gp | Wt. 8lbs
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:Damage- 1d10 piercing; Qualities - Ammunition (range 20/60), long-loading (2), special
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:This weapon can be fired normally or loaded to make a scattering shot, attacking all  creatures within a 20 foot cone. Each creature in the  cone takes 2d6 piercing damage if they fail a DC 15 Dexterity saving throw. Using a scatter shot requires pellet ammunition.
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:'''Dragon Pistol''' | Cost- 175gp | Wt. 3lbs
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:Damage- 1d8 piercing; Qualites - Ammunition (range 20/60), long-loading (2), special
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:This weapon can be fired normally or loaded to make a scattering shot, attacking all  creatures within a 15 foot cone. Each creature in the  cone takes 2d4 piercing damage if they fail a DC 15 Dexterity saving throw. Using a scatter shot  requires pellet ammunition
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:'''Pellet Ammunition''' | Cost 40gp | Wt. 1lb
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:10 shots with a small pellet cloth bags to hold multiple small little pellets in.
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===Lodging Prices===
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{| class="wikitable" border="0"
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|-
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| '''Lifestyle Expenses''' || '''Daily''' || '''Weekly''' || '''Monthly'''
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|-
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| Wretched || free || free || free
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|-
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| Squalid || 1 sp || 6 sp || 23 sp
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|-
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| Poor || 2 sp || 12 sp || 40 sp
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|-
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| Modest || 1 gp || 6 gp || 23 gp
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|-
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| Comfortable || 2 gp || 13 gp || 40 gp
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|-
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| Wealth || 4 gp || 23 gp || 82 gp
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|-
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|}
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* Wretched is living on the street with no food except what you get out of the garbage (or rations)
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* Squalid is living in a floop house with other poor wretches or an inn's common room. Food and drink is very poor quality and not much.
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* Poor is living in a small one room with only a bed and not much more space then that. Food and drink are of a poor or lesser quality or not as much.
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* Modest is a private or semi-private room with wash area and more room (maybe a desk). Food and drink is enough to get by on and good quality.
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* Comfortable in a larger room with semi-private bath area. Food is above average and plenty of it.
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* Wealthy is a large private room and kitchen and bath or small cottage or similar home. Food and drink or excellent quality with a large variaty.
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==SAILING SHIPS AND NEW RULES==
 
==SAILING SHIPS AND NEW RULES==

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