![]() 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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