Difference between revisions of "Pirates/text"

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Roll 3d6  
 
Roll 3d6  
 +
 +
2.
 +
 
3. Ghost ship
 
3. Ghost ship
  
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9. Turn, turn! 9unm,apped reef or wreckage)  
 
9. Turn, turn! 9unm,apped reef or wreckage)  
  
10. Storm (1, squal, gale,  
+
10. challenging seas  (1, calm 2 squall, gale, 6 storm)
  
 
11. Fair weather (Stiff breeze, favorable sea, Trade wind)   
 
11. Fair weather (Stiff breeze, favorable sea, Trade wind)   
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14. Ship (1-3 trade cat, 4-war cat, 5-exploration vessel,6-special )  
 
14. Ship (1-3 trade cat, 4-war cat, 5-exploration vessel,6-special )  
  
15. Follower (dolphin, turtle, albatross, whale, adds or subtracts Fps
+
15. Follower (dolphin, turtle, albatross, whale, adds or subtracts FPs
  
16. Night sky (metoer shower, comet, city in the clooods) adds or subtracts FPs
+
16. Sky wonder (metoer shower, comet, city in the clooods) adds or subtracts FPs
  
 
17. Underwater vista (sunken temple, coral grotto, sea elf mansion, )
 
17. Underwater vista (sunken temple, coral grotto, sea elf mansion, )
  
18. divine, nereid, rift, alien encounter, Q off Star Trek  
+
18. Incredible Encounter: sea god, nereid, rift, alien encounter, Q off Star Trek  
  
  

Revision as of 14:58, 20 August 2019

Roll 3d6

2.

3. Ghost ship

4. Winged menace. 1d6: harpies, wyvern, flying boat*, *pteradactyl

5. Mighty fin. kraken, devilfish, great whale, meg sighting, dragon turtle* , pleasiaoaur$, meg$

6. Raiders from below (1d6 1 merrow 2 lacatghith 3 shauagin 4 )

7. trouble on board (lizardfolk amok*, Leaping shark, man over , small fire)

8. Sea shenanigans (1 Freak wave 2 Water spout 3 Whirlpool 4-6 planned encounter)

9. Turn, turn! 9unm,apped reef or wreckage)

10. challenging seas (1, calm 2 squall, 3 gale, 6 storm)

11. Fair weather (Stiff breeze, favorable sea, Trade wind)

12. Curious flotsam (1 poo, 2 bottle of message 3 kelp)

13. unmapped island (1 nothing 2 magi fruit castaway)

14. Ship (1-3 trade cat, 4-war cat, 5-exploration vessel,6-special )

15. Follower (dolphin, turtle, albatross, whale, adds or subtracts FPs

16. Sky wonder (metoer shower, comet, city in the clooods) adds or subtracts FPs

17. Underwater vista (sunken temple, coral grotto, sea elf mansion, )

18. Incredible Encounter: sea god, nereid, rift, alien encounter, Q off Star Trek




Any roll of 20 or more discovers the wreck of the Wind Child, no longer intactbut with some crudely stenciled hammocks among broken planks.

1- freak wave! swim DC 15 or be taken off into the ocean

2-4 hazard. Agility save DC15 or 1d6 damage from jagged rocks, fall into pool etc.

5- grim find. Skull, sailor’s locket or pathetic letter reduces the ship’s FP by 1.

6-9 wreckage. Usable as firewood at least

10-Octo the octopus. Crew want him as a pet. Further Rolls indicate sea turtle, seal, or further Octos.

11-14 seafood. crabs, lobster, pool fish, etc provide a gourmet meal.

15- keg of gutrot

16-19 usable cargo. Bulky stores of ore, wool, beer, wood worth 1d3 hundred poe

20-bottle of message with message (importance 1d6 ; 1 feck to 3 commercial to 6 int diplomacy)

21-24 valuable cargo: portable stores of rum, wine, rare wood, spices, medicines worth 1d6 hundred poe

25 potion ( 1d6 1. clw, 2. CMd, 3. csw, 4. water breathing,5. Free swim 6. Flying )

26 sea bounty pearl, rare coral or ambergris worth 4d6 hundred poe

27 elven rowboat masterwork , +1 to handling. Homeseeking. Tough, gilded and decorated. Worth 2000poe.

28 Ship fittings. Masterwork or magic figurehead, wheel, sail or rudder gives +1 to ship handling.

29 magic item 1d6. ( 1 Wand of mm, 2 pirates eye patch 3 daredevils boots, 4 cloak of the barracuda ,5 travelers any tool, 6 bag of holding with Valuable cargo as above)

30 +2 weapon with 2 attributes

30+ treasure chest Containing 1d6 thousand poe of jewels, jwelery coins and 1d6 magic items , roll above , treat repeat rolls as diamond worth 1d3 thousand poe).


[ooc] I forgot that the original deal was to return the sword and map, as Deli reminds me. [/ooc]

The pirates’ responses to Shelly’s outburst vary. Some are indignant, others amused. A few seem pleased that the Dragons will come to terms and they will get their share of loot.

“Look,” says an old greybeard. “ By rights both these items are ours according to our original deal. But let’s agree to half the haul, if there’s any unhappiness. There are captains here , it is true, who would like to see you shift on the seas and a small spot of debt would make you jump to it. But I fancy you’ll do so anyways, with or without bills to honour. Besides, I’d like some of that coin.”

He explains the present situation of Port Secret.

“ The Wizard’s Realm is the great power in the Old World. Our old enemies, whom we conquered for a time but now have the City of Pirates to the wall. They made the Captains’ Council in the City of Pirates swear to peace and respect the sea routes that cross between the Realm and the Wizards’ northern colonies.”

“Our town is not bound by that treaty. We sail north, capturing trade ships and fleeing south, faster than their escorts can chase us. But that work is becoming harder. Less treasure to be had on those trade ships, and more grain and timber. Not worth chancing a ship for.”

“But here’s our new chance. The Wizard’s Realm is protected by an order of knights known as the Champions. Elves, of course, so they can be snooty and claim to have the folks’ best interests at heart. They purport to follow the causes of Law and Goodness. But some champion only Law, and not a few Law without Goodness. A faction, the Champions of Judgment have broken away and made Fishton, the Realms richest port, their base.”