dnd

This magazine is from a federated server and may be incomplete. Browse more on the original instance.

Leeks, in Help me flesh out my homebrew pirate world by asking me questions about it

Which group of pirates are the most fun to sail with?

GataZapata, in Help me flesh out my homebrew pirate world by asking me questions about it

If the whole world ld is pirates, how do they grow lumber? Who makes the ships? What kind of socioeconomic status would a shipwrighthave? Is there eine on every ship?

What kinds of stuff are under the water? How do people get fresh drinking water?

I now see you play in the sea of fallen stars. Make sure to read up on the lore of the pirate isle. There is also a book titled sea of fallen stars detailing all islands and underwater stuff. I think it's for 2e

Brunbrun6766, in Help me flesh out my homebrew pirate world by asking me questions about it
@Brunbrun6766@lemmy.world avatar

Great conversation going on in this thread. Post it over on !dndhomebrew as well

jossbo,
@jossbo@lemmy.ml avatar

I tried to do it, hopefully I did it right!

Brunbrun6766, in The basics of combat and positioning in TTRPGs
@Brunbrun6766@lemmy.world avatar

nice video. Post it over on !dm_academy as well!

AlteredStateBlob,

Will do!

RubberColby, in DMs, what are your favorite parts of running this game? Players, what are yours?

I enjoy watching my players hands shoot up in excitement when something incredible happens. Happened during my last session. Gave me all the fuzzies.

iAmTheTot, in [Gamerant] Critical Role Removes Hundreds of Videos from YouTube
@iAmTheTot@kbin.social avatar

Remove hundreds of hours of content because of one piece of shit (and make no mistake, he is a piece of shit) but is still in the pocket of Amazon.

fellicious, in Help me flesh out my homebrew pirate world by asking me questions about it
@fellicious@kbin.social avatar

What are some famous tall tales, that get drunkenly told by fisherman and sailors in portbars around the islands?

Also what are some of the superstitions that the locals believe in?

jossbo,
@jossbo@lemmy.ml avatar

These are great questions!

“There’s an island to the North, right? Surrounded by a maze of coral reefsit is. No one has been able to find a path to it, even by rowboat, but folk have been dashed on em even taking it careful like. Sailors swear they saw the foral move! BUT my mate Ron, he said he heard off his mate Jim, that there was this druid on his ship what wildshaped into a pelican, right, and flew over it. Said there was some kind of temple or shrine in the middle of it. But he couldn’t get close. This deafening voice booming in his head, saying he had to pass the test and find the way there! Couldn’t resist the voice he said. Had to donas it says like it was pulling his strings! Now, I reckon, if there’s a test, there’s a prize! I bet it’s treasure!”

There’s rumours of a kraken, of course. But it could just be ships lost to pirates, or sunk in storms, or taken over by the sahuagin…

Speaking of the sahuagin, they have been a lot more active lately, there attacks more frequent and more organised than before.

There’s a rumour that the dread pirate Blackfin has been killing while ships of people just to turn em all the zombies. He’s building an undead armada! He’s friend to none, pirate or civvy!

As for superstitions, they’re sailors, so they are a very superstitious bunch. One of my party killed an albatross, and the crew were going spare at the bad luck. They made him wear it round his neck as penance for the bad juju, and the ship was becalmed for days, drifting with no wind. The players tried all sorts to lift the curse but it was actually an encounter I found on reddit one time, the Sinister Seagull. It takes the wind from a ship’s sails and can mind control the crew. They spotted one of their crew throwing gems to the seagulls and had to have a battle with it. They couldn’t tell which was the evil one son they were blasting every seagull they could see. Ingrave the Sinister Seagull basically every non lethal psychic spell I could find and had fun casting confusion, crown of thorns, power word pain, etc, on the party. They took very little damage and it was a frustrating fight for them, but when they finally exploded the right seagull, they were very releived

sonderiaom, in Help me flesh out my homebrew pirate world by asking me questions about it

Didn’t see what the classes/abilities were of the players but depending on those, would the Dinosaur polymorph/wild shape options be available?

jossbo,
@jossbo@lemmy.ml avatar

We have a death cleric, a transmutation wizard, a bard and a fighter. So it won’t come up, but I’m allowing most things, I want the vibe of the campaign to be fun and chaotic and it’s worked well so far

Royal_Bitch_Pudding, in Help me flesh out my homebrew pirate world by asking me questions about it

Are there any sky ships yet? If no, is anyone working on it.

How many moons are there?

What are the constellations named?

Are there 3 headed monkeys?

What sort of weird/odd games do the pirates play for sport? E.G. a loogey hocking competition.

phi1997, in Help me flesh out my homebrew pirate world by asking me questions about it

How do your pirates honor their dead?

jossbo,
@jossbo@lemmy.ml avatar

Burial at sea mostly would e standard, with a ceremony where they take turns speaking about the deceased and moments from their time together. Or they would try to emulate the traditions of the individual’s culture. Pirate crews are made up of all sorts of folk from all sorts of places, so they are a melting pot of different traditions.

ThreeHalflings, in The basics of combat and positioning in TTRPGs

Haha, my table almost had a party wipe in a combat which started with the mage and the bard out front… And continued with the bard running further out front to use Thunderwave.

I might send them this!

AlteredStateBlob,

The dude who made this is a DM of mine. He almost wiped the party with an NPC casting thunderwave trying to support them. We sort forced him to make this :D

Love to hear it isn't just an us problem.

AlteredStateBlob, in Help me flesh out my homebrew pirate world by asking me questions about it

What are the most important roles in your crews?

What's the pirate code, their laws and rules?

Do pirates cooperate or compete?

jossbo,
@jossbo@lemmy.ml avatar

In terms if crew positions, mine might not be the most realistic but are designed to give the players interesting roles and ways to effect things.

The Captain - gives orders, makes in-the-moment tactical decisions

The Quartermaster - in charge of the crew and keeping them fed and watered, in charge of rum rationing as well

Lookout - doesn’t seem like much, but if you put a PC with high perception in that role, you’ll spot stiff better

Cook - has a big effect on the morale of the crew

Shantyman - perfect role for a bard. Also has a big effect on morale and can inspire great feats from the crew with performance checks.

Bosun - in charge of maintaining the ship, when repairs are needed, etc.

There is a pirate code that they are expected to follow. Captain Verse insisted on this when he helped the players take their ship. Its quite long but the big points are:

  • All booty must be shared equally, with tge Captain and the officers getting two shares each.
  • All major decisions must be decided by vote (such as whether to take a prize, where to burn a ship or take it…). The crew may even vote out their captain if they dislike how the ship is run (although in practice I’d likely just do a good old mutiny).
  • No one may steal from another member of the crew, on pain of being marooned, keelhauled, or killed.
  • No murdering each other, although fights are tolerated within reason. If they get really bad they must be settled ashore.
  • you can’t leave the rew until you’ve at least helped the make a prize.
  • No freeloading, everyone pulls their weight

Generally the pirates work together, and if there was a local pirate leader that would be Captain Verse. Some go rogue or shun the pirate code, like the BBEG pirate captain Blackfin, who’s crew are mostly undead and who has no allegiance other than to his Demon Lord, Orcus. Verse has done a great job of uniting at least rhe pirates in the Western regions of the Isles, and hopes to lead an uprising against The Company and start a pirate republic.

AlteredStateBlob,

Shantyman is a really cool idea.

jossbo,
@jossbo@lemmy.ml avatar

They used to say that a good shantyman was worth 10 strong men, because he got everyone working in sync so they worked more efficiently, and he motivated them to keep working longer.

Plus I love sea shanties! I actually used to run a regular sea shanty singing night at a local pub!

Bozicus, in Help me flesh out my homebrew pirate world by asking me questions about it

How do pirate captains manage the health of their crew, particularly in the areas of nutrition and disease?

On a more granular level:

  1. What are the staple, easily-stored foods, and how are they supplemented with fresh foods?

[Are we talking ship’s biscuit and salt beef with regular landfalls to get fruit and vegetables? Is there magical cold storage so they can have frozen whatever? Do they take vitamin supplements? Do none of these things happen, so long voyages always result in nutritional deficiencies, including scurvy?]

  1. What level of medical knowledge and expertise are available in your world in general, and on ships in particular?

[Are they even at the level where they know and acknowledge that scurvy is caused by poor diet? Is healing all magic and four-humors pseudo-medicine? Is it difficult to get a competent physician to join a pirate crew, leading to bullet wounds being treated by barbers or dentists?]

  1. How do pirate captains deal with contagious diseases, and what are the most common shipboard epidemics?

[Is quarantine a thing? …in a confined space? Do they have the germ theory of disease at all, or is the focus on “bad air” and ventilation, or demons, or divine disfavor…? Are they looking at flu, plague, body lice, intestinal parasites, syphilis, all of the above…? Do crew members generally comply with the orders of the captain and/or surgeon, or are you likely to have half the crew sick, and the other half mutinying?]

  1. How are battle wounds dealt with?

[Related to 2, but you’ll want specific protocols for different kinds of injuries, removal of bullets, shrapnel, or arrows as relevant, suturing techniques or lack thereof, bandage material, disinfectant or lack thereof, pain management—other than liquor—if any, ways of dealing with infection, if you want to go there, and, of course, prosthetics, because, IMO, you can’t have a pirate setting without the option of peg legs and hook hands, and anything else bad you think might happen to characters in battle].

  1. How much value do captains place on keeping a crew alive, vs just replacing crew members when they die from injuries or disease?

[Fun fact: the British navy—and other Western navies—used to deliberately overcrowd ships at the start of the voyage because they knew a large portion of the crew would die, and they wanted to retain enough sailors to make it home. Quite possibly the death rate would have been lower without the initial overcrowding, and it definitely would have been lower if they had invested in medical care rather than extra recruits. I suspect pirates were, historically, as bad or worse in this respect. The extent to which captains in your world see crew members as replaceable vs repairable will be demonstrated by your answers to the preceding questions, or, if you’d rather go the other way, might help you decide on the answers].

…all of which probably makes it sound like I hate maritime dramas, which is totally false, lol, I love them, I just have a really morbid imagination.

jossbo,
@jossbo@lemmy.ml avatar

Ooh you’re challenging me here!

  1. We’re talking ship’s biscuit/hard tack and salted meat for the most part. If they want to up morale they might buy spices or other dried ingredients. And yes, savvy quartermaster would also buy fresh fruit/veg regularly to supplement this. You’ve made me realise that the party hasn’t done this yet, so unless they stock up on fruit at the next port, they’ll start getting scurvy amongst the crew. Magical refrigeration would be possible, but expensive and rare.
  2. Yes it would be tricky to find a competent ship’s doctor who was willing to join a pirate crew. Magical healing may be more realistic, most would not help with scurvy. Experienced sailors would know about the need for regular fruit/veg.
  3. Contagious disease is definitely a thing that could happen, and the cause could be natural infections or germs, or just as easily a curse, demons, divine intervention. I don’t think there would he much knowledge of germ theory per se, but even during the plague people know to quarantine the sick. It would be hard aboard a ship and the crew may resist it though, yes.
  4. Battle wounds could be treated either wit mh magic or the use of surgery or regular medicine. Infections are a problem and they are most likely to simply lop off the offending limb, resulting in wooden legs and hooks for hands, etc. Because I agree those are absolutely necessary.
  5. Interesting question. I’d say it largely depends on tge Captain. Generally conditions aboard a pirate ship are much better than sailing in a navy, or for the Southern Islands Company (and i think this is largely historically accurate). They are better paid and more highly valued. And they have a say in how the ship is run. There had to be some incentive to join tgenoirates rather than the navy). That said, there are some more ruthless pirate captains who treat their crews worse and see them as more expendable. Its up to the party how they run their ship, but if they mistreat the crew too badly, they may have to deal with a mutiny.
Bozicus,

Very thorough! I like your framework of needing to provide an incentive to join the pirates rather than the navy. That’s exactly the kind of organizing principle I find useful with world building.

Fresh vegetables have vitamin C, too, so you could give them credit for that. If the actual party gets scurvy, and you want to make it a plot point, I recommend you make their most recent battle wounds reopen. That’s a real potential symptom of scurvy, and is likely to confuse them. Technically, it wouldn’t be the first symptom, iirc, but it’s easy to communicate in the context of a campaign, and scarier than bleeding gums, though I think the root cause is the same. (Something about connective tissue breaking down).

I mean, depending how vicious you want to be, lol, I am the kind of person who weaponizes realism in fiction or games. I think a little unexpected horror helps people focus on the story.

Hogger85b, in [Gamerant] Critical Role Removes Hundreds of Videos from YouTube

That's real shame but understandable. Undeadwood was great and the talks machina was amazing compainian to the series although I guess if you are binge watching the series having a companion piece is less needed so maybe they were of their time for speculation. But again totally see why the core crew would want it gone from their platform

Iniquity, in Help me flesh out my homebrew pirate world by asking me questions about it

Profitable pirate ventures need to be built on rich trade routes so they have big, fat, juicy merchant ships to plunder and pirate.

What competing powers does your pirate area sit between?

What are those powers doing to patrol the waters and stop their trade ships from being plundered?

Whose the most famous pirate hunter in the area? What’s their methods and what’re they doing right now?

Whats the latest ‘big haul’ the pirates have pulled in? What were they rumoured to have found? Similarly whose the last pirate to have been caught or killed? How?

This sounds like tonnes of fun, hope your players enjoy!

jossbo,
@jossbo@lemmy.ml avatar

The Southern Isles are in the location that The Pirates Isles are in vanilla DnD, I just thought the original name was lame. I have used some of the original lore for some of the islands, but mostly it’s my own stuff. That means the surrounding powers are Sembia, Turmish, These, Aglarond, etc. Yo be honest I’ve not put a lot of research into those. The Isles attract a sorts of folk from all sorts of places.

The Southern Islands Company are a proxy for the Turmish government, and it is them who patrol the islands looking for pirates.

The most famous pirate hunter is probably Commadore Roger Todgeson. He has a long standing enmity with Captain Verse, a pirate captain who has the lofty goal of ousting the Company and starting a pirate republic. Currently he is on his way to Thatch, a town in the Western region, and the place most newcomers to the Isles make landfall The party are also on their way there. Captain Verse feels it is time to try and liberate the town and has asked the party to come to his aid. The Company sense unrest is afoot and have call s Commadore Todgeson to help sure up their forces. The party and their crew, along with Verse and his own crew, will try to take the town before he arrives, and then defend it on e he does.

The last pirate to be caught and killed… hm… I’ll say that would be Captain Jack Chaffinch. He was taking a prize out East when he ran into Todgeson’s ship. They fought valiantly but were overwhelmed and when Todgeson arrives at Thatch he’ll hang him up in the Harbour as a warning nitnto resist him. Chaffinch’s ship sails with Todgeson, having been captured. Could they take the ship back ? Apparently he’d managed to take a Theskian treasure galleon before being caught himself. Could be the gold is still in its hold, just waiting for greedy pirates hands to reclaim it!

  • All
  • Subscribed
  • Moderated
  • Favorites
  • random
  • uselessserver093
  • Food
  • aaaaaaacccccccce
  • [email protected]
  • test
  • CafeMeta
  • testmag
  • MUD
  • RhythmGameZone
  • RSS
  • dabs
  • Socialism
  • TheResearchGuardian
  • Ask_kbincafe
  • KbinCafe
  • Testmaggi
  • feritale
  • oklahoma
  • SuperSentai
  • KamenRider
  • All magazines