• The VOIDRUNNER'S CODEX is coming! Explore new worlds, fight oppressive empires, fend off fearsome aliens, and wield deadly psionics with this comprehensive boxed set expansion for 5E and A5E!

D&D 5E There is No Honor/Pirates of the Caribbean.

Derren

Hero
How do you intend to handle leadership among the pirates?
Pirates in the Caribbean were very democratic, especially considering the time they lived in, and each ship had their own laws which touched everything from proper behaviour, the share of the profits and even disability payments.
 

log in or register to remove this ad

J-H

Hero
How do you intend to handle leadership among the pirates?
Pirates in the Caribbean were very democratic, especially considering the time they lived in, and each ship had their own laws which touched everything from proper behaviour, the share of the profits and even disability payments.
I was coming here to post about that!


And for more details:
Peter T. Leeson, “An-arrgh-chy: The Law and Economics of Pirate Organization,” 2007. Online: http://www.peterleeson.com/An-arrgh-chy.pdf
(46 pages of scholarly yet readable information)
 

Remathilis

Legend
I recommend treating ship logistics using the combination of reoccurring expenses and running a business.

A typical sailing ship has a crew of 20*. Per the DMG, each of them earns 2 gp a day for being skilled sailors. That means it costs 40 gp per day you are sailing. Of course, some of that covers feeding them and shelter on the ship at a moderate lifestyle, so most actually earn 1 gp in spending cash per day. Also, if the PCs take on the role of crew, they also only cost their lifestyle cost per day.

So let's say a group of five PCs decide to run a modest sailing ship. Four of the PCs are willing to act as captain, botsun, surgeon, and navigator, while the fifth is content study magic in his quarters rather than run the ship. This means, you need to hire 16 additional crew to run the ship. 16*2 is 32 gp per day for the crew, plus the lifestyle costs of the PCs (if the captain demands wealthy accommodations, that will raise the price) You could always attempt to run at a lower lifestyle/hiring cost, but the greater your chance of mutiny is.

Now, to see if you want to know if piracy pays, go to the running a business chart. Decide how long your ship will be at sea for. (I did it be week, but a 30 day voyage is certainly possible). Roll on the table. If you roll well, you actually made enough to not only pay your crew, but get a tidy sum of riches. Roll poorly and you own your crew a lot, plus you probably had an expensive mishap (storm, rival pirates, giant squid) that cost you more than you expect. Piracy is a crime, and crime doesn't always pay.

Of course, feel free to jump from these norms when you want to make an encounter special. This is just the "downtime/travel" version of piracy you do between adventures. However, it does force your PCs to understand the value of gold for a good while.

* Ghosts of Saltmarsh puts the crew needed at 30. If you're using that books sailing rules, you want to decide if the DMG or GoS is correct.
 

Derren

Hero
I recommend treating ship logistics using the combination of reoccurring expenses and running a business.

A typical sailing ship has a crew of 20*. Per the DMG, each of them earns 2 gp a day for being skilled sailors. That means it costs 40 gp per day you are sailing. Of course, some of that covers feeding them and shelter on the ship at a moderate lifestyle, so most actually earn 1 gp in spending cash per day. Also, if the PCs take on the role of crew, they also only cost their lifestyle cost per day.

So let's say a group of five PCs decide to run a modest sailing ship. Four of the PCs are willing to act as captain, botsun, surgeon, and navigator, while the fifth is content study magic in his quarters rather than run the ship. This means, you need to hire 16 additional crew to run the ship. 16*2 is 32 gp per day for the crew, plus the lifestyle costs of the PCs (if the captain demands wealthy accommodations, that will raise the price) You could always attempt to run at a lower lifestyle/hiring cost, but the greater your chance of mutiny is.

Now, to see if you want to know if piracy pays, go to the running a business chart. Decide how long your ship will be at sea for. (I did it be week, but a 30 day voyage is certainly possible). Roll on the table. If you roll well, you actually made enough to not only pay your crew, but get a tidy sum of riches. Roll poorly and you own your crew a lot, plus you probably had an expensive mishap (storm, rival pirates, giant squid) that cost you more than you expect. Piracy is a crime, and crime doesn't always pay.

Of course, feel free to jump from these norms when you want to make an encounter special. This is just the "downtime/travel" version of piracy you do between adventures. However, it does force your PCs to understand the value of gold for a good while.

* Ghosts of Saltmarsh puts the crew needed at 30. If you're using that books sailing rules, you want to decide if the DMG or GoS is correct.
Speaking of crew, most ships in D&D are horribly undercrewed, especially when it comes to warships.
 

toucanbuzz

No rule is inviolate
Background. My players have chosen a pirate themed game....

When I first ran Savage Tide in 5E, I scoured Dungeon Magazine and paizo forums for suitable side treks. In addition to what you've got:

Side Quests (all 3E):

Dungeon 104, Dragon Hunters (7th).
Jungle island "Myrhal" occupied by deposed Prince Henri who engaged wild elves and centaurs to help build a fort and ships (so he could reclaim his title, promising technology). He turned on his workers once done, centaur branch retaliated by luring a powerful T-Rex to attack the fort. The party arrives with the promise of treasure in an old temple, or perhaps to ally with Henri.

105, The Stink (2-7th). Major coastal city grew too quick, trash area called the Stink with monsters emerging to attack citizens. The true culprits are a fiendish cult of aquatic hobgoblins who seek to spread disease to wipe out the city, then claim it.

106, Tammeraut's Fate (6th). Drawn to island monastery for any reason, find it under attack by the dead. Must seal an aquatic nether rift. Separately, 2 page map of generic Pirate Cave stronghold. Ran this in 3E, good stuff.

107, Dead Man's Quest (1st). Captain Morgan's ghost won't rest until a particular quest is completed (lengthy).

111, Strike on the Rabid Dawn (15th). Secret Asmodean cultists seek to bring an Aspect to this plane aboard their docked ship at a major port. Some pirates who are leery blab and are taken into custody. Party entrusted to find out what's going on.

114, Torrents of Dread (6th). Unnatural storm damages ship, Isle of Dread. Villagers direct party to uncover what ails them. Isle of Dread resources.

118, Box of Flumph (1st). Port town hires to uncover activity of scoundrel "the Grackle." He's uncovered some unique creatures and intends to sneak them out of town, but his reputation precedes him. Ship crew for the Angelina. Change guild to Aspis Consortium.

121, The Styes (9th). Port city, alchemist hires party believing his friend wrongfully executed for a murder. A cult of Tharizdun is empowering a fiendish kraken, part of the wrong in the city.

123, Salvage Operation (2nd). Lost ship with goods uncovered decade or two later, party to retrieve before it sinks and a giant squid claims it. Ran in 3E, good stuff with a timer.

138, The Weavers (10th). Sequel to Styes, party's reputation gets them hired to investigate vermin, a plot to unleash deadly spiders to eradicate the city.
 

NotAYakk

Legend
Most crew doesn't have to be skilled; press gangs would kidnap anyone able bodies.

Skilled seamen would be needed, but not everyone.

...

Basing expected profit off costs and risk is good. Then include the fact heroics can eliminate some of the risks to generate profit.

This applies to both trade and piracy.

...

Consider a flying ship at T3.

...

Magic ships that require reduced crew can also remove headaches for DM and Players.

...
 

Derren

Hero
Most crew doesn't have to be skilled; press gangs would kidnap anyone able bodies.

Skilled seamen would be needed, but not everyone.

...

Basing expected profit off costs and risk is good. Then include the fact heroics can eliminate some of the risks to generate profit.

This applies to both trade and piracy.

...

Consider a flying ship at T3.

...

Magic ships that require reduced crew can also remove headaches for DM and Players.

...

Press gangs for pirates are a very bad idea.
 

Zardnaar

Legend
When I first ran Savage Tide in 5E, I scoured Dungeon Magazine and paizo forums for suitable side treks. In addition to what you've got:

Side Quests (all 3E):

Dungeon 104, Dragon Hunters (7th).
Jungle island "Myrhal" occupied by deposed Prince Henri who engaged wild elves and centaurs to help build a fort and ships (so he could reclaim his title, promising technology). He turned on his workers once done, centaur branch retaliated by luring a powerful T-Rex to attack the fort. The party arrives with the promise of treasure in an old temple, or perhaps to ally with Henri.

105, The Stink (2-7th). Major coastal city grew too quick, trash area called the Stink with monsters emerging to attack citizens. The true culprits are a fiendish cult of aquatic hobgoblins who seek to spread disease to wipe out the city, then claim it.

106, Tammeraut's Fate (6th). Drawn to island monastery for any reason, find it under attack by the dead. Must seal an aquatic nether rift. Separately, 2 page map of generic Pirate Cave stronghold. Ran this in 3E, good stuff.

107, Dead Man's Quest (1st). Captain Morgan's ghost won't rest until a particular quest is completed (lengthy).

111, Strike on the Rabid Dawn (15th). Secret Asmodean cultists seek to bring an Aspect to this plane aboard their docked ship at a major port. Some pirates who are leery blab and are taken into custody. Party entrusted to find out what's going on.

114, Torrents of Dread (6th). Unnatural storm damages ship, Isle of Dread. Villagers direct party to uncover what ails them. Isle of Dread resources.

118, Box of Flumph (1st). Port town hires to uncover activity of scoundrel "the Grackle." He's uncovered some unique creatures and intends to sneak them out of town, but his reputation precedes him. Ship crew for the Angelina. Change guild to Aspis Consortium.

121, The Styes (9th). Port city, alchemist hires party believing his friend wrongfully executed for a murder. A cult of Tharizdun is empowering a fiendish kraken, part of the wrong in the city.

123, Salvage Operation (2nd). Lost ship with goods uncovered decade or two later, party to retrieve before it sinks and a giant squid claims it. Ran in 3E, good stuff with a timer.

138, The Weavers (10th). Sequel to Styes, party's reputation gets them hired to investigate vermin, a plot to unleash deadly spiders to eradicate the city.

Already gonna do Salvage Operation.

Ran dragon hunters a long time ago. Can always dust it off.

Thanks for the suggestions, I'll have to dig through my magazines a bit more.
 

Fenris-77

Small God of the Dozens
Supporter
I think the Dutch should either be Halflings or Gnomes. Little people = more room on board = kings of the sea. Or, oddly, giants. I always really liked the giant seafarers from the Thomas Covenant books.
 

Zardnaar

Legend
I think the Dutch should either be Halflings or Gnomes. Little people = more room on board = kings of the sea. Or, oddly, giants. I always really liked the giant seafarers from the Thomas Covenant books.

Might go with gnomes. Take a leaf from Mystara and give them some domed cities.

I'll borrow an idea from game if thrones. I'll give them a city that's recently won it's independence from the Elves. They can sell Warforged "unsullied".
 
Last edited:

Remove ads

Top