#dnd sailing
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side-sidecast · 2 years ago
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he burst it from the inside
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theresattrpgforthat · 3 months ago
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Do you have any recommendations for games with fantasy pirates and tactical combat? I've really been enjoying running Pirate Borg, but I'm missing my crunchy strategy mini games. Thanks for everything you do for the community!
Theme: Tactical Pirate Fantasy
Hello friend, so by ‘tactical’ my best guess as to what you’re looking for is games that provide your characters with multiple options when it comes to resolving conflicts, with some options being better than others. This may or may not include maps in combat, but I think it might also include environmental considerations, buffs or de-buffs for using specific pieces of gear, and accounting for range or position when firing a gun.
However, really tactical games are much harder for me to find, probably because there’s so much math that goes into them. I did my best to give you a range of options, but I’m not entirely sure how well any one of these pirate games match your definition of ‘tactical’.
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Bilge Rats, by Games by Cass.
Take to The Sea of Mischief and gamble your life away on high seas adventures as ratfolk pirates. Chase buried treasure, hunt wannabe pirate lords, and engage in some all together unsavoury action in Bilge Rats: A Sea of Mischief. This 78 page guide has everything you need to get your adventures on The Sea of Mischief up and running--except for the d6 dice, cups, and pencils you're gonna need. So, dust off your tricorn caps, get your cutlass shined, and get ready to set sail!
Bilge Rats’ form of strategy is probably unlike what you think of when you think of a tactical game, but I think it’s interesting and worth taking a look at! The basic system is centred around a game called “Liar’s Dice”, which involves rolling, bluffing if you don’t succeed, and calling other’s bluffs. You roll a pool of d6’s, with the difficulty being determined by a) the minimum number to beat to be considered a success and b) the number of successes you need to do the thing. As a player you’ll have to decide when a roll is worth bluffing, and if you enter PVP, it’s also about determining when your opponent is bluffing - challenge someone when they’re right, and you’ll pay the cost!
That being said, I think the most tactical part of this game comes into play during naval battles. Your character type is called a “Duty”, which determines your role upon the ship, your order of initiative, and a number of skill values. You’ll also have to consider wind speed, wind direction, and the roughness of the waves every time you engage in combat on a boat, so making strategic choices to improve your odds is probably pretty important.
The Runed Age, by Stormforge Productions.
In a world where magic and technology have fused together, where the limits that man is capable of have been broken, where a man can destroy the world with a stroke of a pen, the poor starve and the rich prosper off the blood of innocence. A world that should be a utopia has been turned by greed and pride into a battlefield where the poor wage war in the shadows for the ambitions of the wealthy. You are one of these scoundrels, these rogues, these pirates who struggle for the sport of the rich to achieve the glory, the riches, the power to break your chains and surpass the limits of The Runed Age.
The Runed Age is built on the Sigil System, a robust d100 roll-under system that allows you to play as narratively or simulationist as you want. The d100 genre of systems is a tried a true roleplaying method, and what sets the Sigil System (and thus the Ruined Age) apart from the rest is its combat and wounds system, which reflects the stresses and rigours of combat on the body to make combat as realistic as possible. This means that every fight in the Runed Age is a gritty, epic and lethal struggle for survival where you need to be prepared to do your best just to outlive your opponent.
The Runed Age is saturated with magic, using Runes as a mechanic to write your own spells. The openness of the system means that players have a lot of control over what they do with their magic, but the game definitely rewards system mastery because every time you try to write a spell, you’ll have to consider fiddly bits like power, range, and control.
When it comes to rolling dice, the system is heavily inspired by Call of Cthulhu. One review I found for this game mentions a possibility for tactical play, so I’m assuming that combat is more survival than CoC. If you want magic to be a significant part of the game, you probably want to check out The Runed Age.
Blood & Thunder, by Black Flag Printing Press.
You are a cutthroat aboard a pirate ship, seeking the fortune and glory that awaits those strong enough to take it. Brave the waterways of Erda and get rich or die trying in this nautical piracy TTRPG.
Lethal combat meets reactive gameplay at the infantry scale. Board, capture, or sink enemy vessels with naval play. Boasting rules for three dimensional range-finding and movement, even a regular swim in the ocean can become a deadly hazard as you're ripped apart by sharks, sea monsters, or something far worse.
Blood & Thunder is definitely fantastical, just judging from the races that you can choose from. Like D&D, your character choices are pre-packaged with stat bonuses and special abilities, but unlike D&D, you us a d100 for most of your rolls. Difficulty levels range from 0-100, with a limit on what you can even attempt to do depending on how high your skill rating is. If you can roll, you’ll aim to roll under your max skill rating.
Character levelling is also strategic; you need to meet certain requirements to take specific careers. Combat is also pretty dependent on a grid map, which I interpret to mean that range and positioning are two factors that you’ll have to consider, as well as an action economy that ensures that you’ll have to make your moves count.
Pirates and Musketeers, by Andrezj Buhlak.
The 17th century was rich in interesting events, political intrigues, bloody wars, and sea voyages. This book is a gateway to this fascinating period of history. If "dry history" is not enough for you, you can spice it up with fantastic assumptions, including vampires, werewolves, sea monsters and ancient ruins.
Pirates and Musketeers uses the Year Zero engine, which provides you with a number of d6s to roll that come from your base traits, character skills, and character gear. You have the ability to “push” your roll should your initial effort fail, which you will likely do often, as only 6’s are considered a success. However, should you “push” (or “re-roll”) your roll, any 1’s that you roll will also inflict penalties, doing damage to a stat or your gear. This means that in many stages of game-play, players will be balancing how much they value success against how many consequences they’re willing to face.
Language-wise, I’m not really a big fan of the way the game uses the term “savages.” The time period in this game is at the strength of many colonial empires, and some of that definitely bleeds through, so pick up this game with caution.
Caraval Crew, by iotsov.
A low fantasy TTRPG that focuses on sailing ships.
Right now, as far as I can tell, Caravel Crew is untested, but it has a lot of pieces for you to pick up and fiddle with. Combat has a lot of different kinds of options for your characters to exploit, with different outcomes if you bash, stab, shoot, parry, grapple, etc. There’s different weapons that are useful for different skills, and getting new weapons costs gold - an important resource to track. You’ll have a number of resources that you’ll need to keep track of and monitor, including hit points and something called EP.
On top of that, there’s also social and survival rules, so if you want a game that gives you engaging combat while still giving thought to other parts of the game, maybe pick up Caraval Crew and take it for a test drive!
24XX Skeleton Crew, by Jonah Boyd.
Dead men DO tell tales… on the other side. Skeleton Crew takes place in the sailor’s purgatory, Davy Jones’ Locker. When one dies at sea, their soul is brought to the Locker for a vast voyage to judge their fate. Some sailors only spend a few days in the Locker, but many form swashbuckling crews to preserve their non-lives for weeks, months, or years before judgement calls.
24XX games are another approach to the OSR (the same house of game design that fuels Pirate Borg), but use different-sized dice to represent a larger skill. I think there’s still more chance than strategy here, but again, this is a game that you could probably pull things from and then put into another system if you’re looking flavour.
The few fiddly bits that do exist in this game are things like different kinds of ships and different toys to put onto the ship - two things that you might be able to tack onto a game that doesn’t currently think about them, and thus opening up more pieces to consider should you get into a fight. Your ship could also come with flaws - what happens if you get in a fire-fight with a ship that has misfiring cannons? How might that complicate the battlefield?
You can also combine this game with another similar 24XX game, such as 14XX Golden Age to broaden your character origins or give yourself a few extra rules toys to play with.
Islands of the Far Sea, by Kindred Spirits, and Lilliputian, by ManaDawn Tabletop Games.
Islands of the Far Sea is a pirate-themed hack of Chris McDowell's Into the Odd, taking place in the Islands of the Oddworld. Play as one of seven Failed Careers in your new days as a Treasure-Hunter!
Lilliputian: Adventure on the Open Seas is an adventure game about exploring the vast and expansive ocean,  filled with uncharted islands, hidden treasure, weird weather and unspeakable horrors. Character creation is fast, fun and random, classless, and relies on fictional advancement. It is based on Mausritter by Isaac Williams, Into The Odd by Chris McDowall and Cairn by Yochai Gal, as-well-as so many more.
Into the Odd and Mausritter use the same bones, and both of these game books acknowledge that inspiration, although Lilliputian also draws quite a bit from Cairn. I don’t consider either of these games to be tactical games - but what they do have is possibilities that can be imported into other games. The Failed Careers from Islands of the Far Sea are packaged skills and gear that you can give a character to start with. They will then have to figure out how to make their kit work for the problems they walk into.
Lilliputian also has specific rules for naval combat, as well as lots and lots of random tables. I think more than anything it communicates a specific vibe, but taking a little bit from one game and a little bit from another is one way to customize your experience - as well as give your players more options when trying to figure out how to tackle their next salty obstacle.
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dailyadventureprompts · 11 months ago
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Dungeon: The Narrow Out
Looking to slip past the imperial naval blockades, you and your fellow strangers have paid for passage aboard a smuggler’s ship. Something's gone wrong however, you were supposed to meet at the mouth of the old sea cave but the person who was to be your guide hasn’t shown. With no hope of turning back, your only chance of escape is to press onwards into the dark.
This adventure starter is intended as an intro for a group of newer players and provides an introduction to a campaign full of mysteries, hidden motives, and nautical swashbuckling.  It lets you get a group of unrelated characters together, give them a starting point to begin constructing their backstories (why they need to leave the land under blockade), and familiarize them with the game’s mechanics (whichever that game might be) before sending them out into the world for larger adventures. 
Challenges & Complications
After some brief introductions at the mouth of the cave (perhaps asking how everyone is dealing with the chill of the evening, and the stress of trying to slip past the military blockade), you can send the party into the mouth of the cave with the shared understanding that their contact is long overdue. Finding their way through the caves is essential to them obtaining their freedom, but solving the mystery of what happened to their contact will prevent the same from falling into a similar fate. 
The initial leg of the journey through the cave is full of darkness, dead ends, and the usual denizens of any low level dungeon. The idea here is to teach your party the basics of game mechanics ( combat, skill challenges etc) before they get into exploration proper. These early tunnels are little more than various natural caves that the smugglers use as a buffer between their hideout and the outside world, sometimes creating false trails that lead would be interlopers into traps. 
The interior of the smuggler’s lair is an old fortress built into the walls of the cave itself, a secret dock constructed during the Grey Duke’s Revolution (or whichever conflict fits your campaign backstory)  and lost in the subsequent shift of power.  Since then it’s become a place for the smugglers to store their ill gotten good while blocking off several sections for being too dangerous to utilize, which just may prove to have unclaimed valuables. 
The smuggler’s ship, the Singing Eel is awaiting the party at the dock, all decked out and ready to sail but with no one apparently on board.  It’s an eerie sight, made all the eerier by the discovery that several of the innocuous statues stashed away in the cargo hold are in fact former members of the crew, victims of the flock of cockatrices the smugglers were transporting at a noble’s behest who managed to escape their cages and now lurk in the ship. 
While the party’s contact is stone dead, the rest of the crew is hold up in one of the old fortifications, ordered to hide by their all too cautious captain who’s scared of the beasts attacking.  The cockatrices haven’t left yet because one of their number, the lone rare female is still stuck in her cage, kept alive by the males foraging for her and passing food. The smugglers are on the edge of mutiny, some want to bolt, some want to try and fight, some want to recover their deadly cargo for the rich payout they were promised, and the party can have a strong impact depending on which side they talk up. Alternatively, if enough of the party are proficient in sailing, the thought might occur to them to cut the smugglers out of the deal entirely and take the ship and/or the surviving cockatrices for themselves and risk the blockade. 
While they’re exploring the old dock ruins, the party can come across a number of documents which might include maps of the dungeon, clues to hidden treasure, backstory on the cockatrices, blackmail information on the crew, as well as a hint of treasure in the location they’re headed off to. 
Art 1
Art 2
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sailing-through-hawkins · 2 years ago
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i got a much bigger response to my Harrington Charms Hellfire post than i expected so i wrote a little something that was along the lines of what i was thinking!
Part 1 ✧ Part 2 ✧ Part 3 ✧ Part 4 ✧ AO3
Sometimes Eddie thinks the real Upside-Down is his life after they close up the gates and pulverize Vecna ("they" in this situation being superhero Jane Hopper and the rest of her merry band of warriors), because past-Eddie would probably have a breakdown over...well, everything.
For one thing, Eddie is currently in the passenger seat of none other than Steve Harrington's Beemer, at the man's very request himself.
"Wait, I'll drop you off."
"'Preciate the thought, Steve but -"
"Munson. It's been like two weeks since you even started walking by yourself, sorry if I'm kinda worried about letting you go across town without me."
"Uh...just you?"
"Any of us, but me specifically since I'm clearly everyone's chauffeur. Might as well play the role, right?"
It's been like a month and every time Eddie wants to go anywhere in the slowly rebuilding town, Steve's right there with him. It'd be infuriating if it wasn't so obvious he liked doing it. If Steve wasn't so intent on just making sure Eddie's alright and yeah the mother-henning should have gotten old by now but if Eddie even thinks about telling him to stop, all he sees is sad eyes and hunched shoulders hiding under a complacent smile and wave bye-bye. God those eyes are fucking weapons.
They're heading over to Gareth's garage for a light-hearted band session. It's funny because Dustin was the one who convinced Eddie to "get your head out of your ass and talk to your friends, dick" and actually reach out to the rest of Hellfire about the whole 'not a murderer OR dead' thing. After some apologizing (ugh) and grovelling (double ugh), the rest of his sheep were willing to forgive him for ignoring their calls and visits while he was in recovery. Provided, of course, that he continue to check in with them on a bi-weekly basis at minimum. It's unfortunate that Steve, for all his head trauma, makes sure that Eddie actually sticks to that basis.
The things he does for love.
Or no, not love, definitely not love, it is way too fucking soon to call this teensy little infatuation anything as huge as love. No. Not love at all.
They're about to reach Gareth's place, that's important. By the time Steve rolls to a stop outside the garage, Eddie's panic (not panic, just a strong argument, this is not love) has simmered down. He has to take his time getting out of the car today, thank whatever deity is out there for quick-feet Steve, who runs around the front to help Eddie out onto his two feet. It's been a rough week but he had way worse back in that first month at the hospital, not to mention needing a little Steve-assistance isn't the worst thing in the world.
"Hey!"
Eddie blinks as Steve helps him lean against the car, the spots in his vision fading away to reveal Gareth right up in his space with a murderous gaze directed right at Steve.
Eddie worries that he's gonna start a fight even though it's been months since he's introduced Steve as his live-in-nurse (nobody takes Eddie's hints at a sexy nurse uniform to heart thankfully, he doesn't know what he'd do if Steve caught on that he's only half-joking) and Steve's been doing the best he can to make amends with Hellfire.
At least the guys aren't walking on eggshells around him anymore, judging by how Gareth barely took a glance to assess Eddie's wellbeing before going back to glaring at Steve with eyes ready to kill. Well fuck you too Gareth.
He crosses his arms, eyes burning with resentment as he continues go stare down a pretty nonchalant Steve who is very much in Eddie's space as he also leans against the car, fuck he's so close. When Eddie glances at him to scope out what the fuck is happening, he sees that gaze again. The gaze that reminds Eddie of Steve's days as King, looking over his reigning population with a boredom teetering on malicious negligence. That gaze used to send Eddie's mind into hysterics, painting images of crowding into the King's space just to see those big brown eyes waver. But that's not how it is anymore, Steve's eyes are usually brimming with concern, irritation or a spark of contentment as he watches his little nuggets run around screaming about Eddie's latest one-shot campaign.
Right now, there's no screaming teenagers. It's just silence for a few moments, a tension building in Eddie's bones until he thinks this must be what it's like to watch a sports match, head running back-and-forth between the two teams and waiting with baited breath.
"So?" Gareth spits out, squinting at Steve, just tilts his head in response and lets a few strands of perfect fall into his eyes, damn that bastard. Gareth grits his teeth and takes a breath, "What did you think?"
Steve watches Gareth, as if assessing his line delivery, shifting so he fully faces him but is still totally in Eddie's space with a hand on the car roof behind Eddie and the other crooked up on Steve's hip. The motion lets Eddie smell his aftershave and fuck, Steve still runs so warm. Whatever he finds in Gareth has to be what he wants because he gives them both a half-lidded smirk and shrugs his shoulders. "Eh, wasn't that into it."
Gareth sputters, face turning crimson and Eddie is like super confused because what the fuck is going on right now? 
Steve is the one to fully break his brain with a laugh that throws his head back, his neck stretching out so the light hits his jawline perfectly, that bastard. He looks back at Gareth's flushed face with a sunny grin that sets fire to Eddie's veins. "You totally liked it, didn't you?"
Eddie snaps his head to Gareth, who squirms before dropping his shoulders. His little mutter of, "Yeah, I did," sounds so defeated that Eddie feels a second-hand guilt, but over what? He has no fucking clue.
That small pit of guilt quickly dissolves into even more confusion when Steve laughs again, kicking himself off his car to land a hand on Gareth's shoulder and fucking wink at Eddie. "The miracle of Grease, huh Munson?"
Record-scratch. Sorry, what?
"Sorry, what?" Eddie snaps his eyes from the grinning god that is Steve and the sulking fluster that is a member of his club, one of his friends, one of his very overprotective sheep who has hated Steve's guts for a long time and is now letting the guy give him a fucking noogie in broad daylight with empty complaints.
"Looks like I've been corrupting your crew, Eds, if Gary being a Greaser -"
"I am NOT a Greaser, I just -"
Gary? Steve calls Gareth the Great...Gary? And he doesn't even comment on it? Last time Jeff tried that, Gareth threatened to hide a spider in his guitar case. But Steve Harrington, someone Gareth has had no qualms about verbally tearing apart, does it and it's fine?
"Eds? Hey, Eddie." And now Steve's looking at him with that concern-rotten gaze, eyes flitting over every inch of Eddie's face as if to pinpoint what's wrong and fix it with a smile and a soft you're okay now, I've got you. "Back with me?"
Swallowing down an incessant I'm always with you, sweetheart, Eddie nods. In his peripheral, Gareth is watching him with his hands out as if to catch Eddie from falling. Which is stupid because Eddie hasn't fallen from light-headedness in like two days (Eddie shuts up the part of his brain that reminds him Gareth wouldn't know that with a part that says Dustin probably gives the whole club daily medical chart updates) and wait fuck is that Steve's hand on his neck right now?
"So!" Eddie claps his hands, eye twitching as Steve's hand slowly trails to his shoulder, lingering for a moment before he takes it off entirely. Stupid jock bastard with his touchy-ness and his smile and - "What's this I hear about Grease, Gary?"
Oh yeah, there's that livid face of watch out for the tarantula bitch, Eddie's missed that. Well, Gareth still does it everyday but not at Eddie for a while there, probably because of the whole intensive injury recovery shit. Oh well. "None of your -"
"Gareth and I made a bet," Steve clamps his hand back onto Gareth to shove them closer together, pointedly ignoring Gareth glare of betrayal. The space on the back of Eddie's neck still burns with the ghost of Steve's touch, something ugly in his chest snarling at how that touch is now on Gareth's arm. He wonders if the bats left him with more than bites sometimes. "About some movies we recommended each other. And since I won, that means -"
"No way, I'm not -"
"Uh yeah you are, I won so -"
"Fuck you, Harrington -"
"Not on the first date, hotshot," Steve laughs as Gareth tries wrangling out of his hold, holding onto him by his shoulders with one gloriously bulging forearm. Eddie's starting to think the light-headedness might be a symptom of something other than his brush with the bats. Oh don't think about the bats, bad move, bad move. "Didn't know you raised a cheater, Eddie."
Steve's eyes are glowing with mirth, his grin wide as Gareth threatens to bite him with a smile of his own. And that's. Huh?
"And I didn't know you two were so close," Eddie manages to cough out, snapping his gaze to Gareth with a raised eyebrow. He squirms again, ducking out of Steve's grasp (Eddie can't imagine why anyone would want to) and dusting off his shirt. "Holding out on me, Harrington?"
Steve shrugs, his eyes fixating right next to Eddie's eyes. He steps closer, a firm and warm presence right in Eddie's space, right in front of him, and raises a hand to caress Eddie's hair, that fucker. Eddie stifles his gasp because he knows Steve's just getting something out of his hair, like he does every goddamn time he sees a leaf or dust or fucking anything in Eddie's mass of curls. "Just being friendly. Now giddy up, you two've got a session to do."
"Not sticking around?" Gareth looks back at the garage, the forced nonchalance in his tone nothing compared to the shadow of King Steve's gaze. "Frank wanted to ask you about those threads from last week."
"Shit," Steve slapped his forehead, looking into the garage at Frankie who - fucking waves at them?! Mr. "Do what you want but I'm never falling for that Harrington charm bullshit" is waving at Steve. Who, incidentally, waves back with an apologetic smile. "Sorry, Frankie, I can't make it today, got a shift with the supply run! Rain check on the wardrobe?"
And Frank the Unwavering, notorious for sticking to his guns with a grip tight enough to choke a man, gives Steve a thumbs up before going back to strumming with Jeff. What the fuck.
"Wardrobe?" Eddie chokes.
"Don't worry about it," Steve waves a hand in the air and gently pulls Eddie off the car, settling his arm around Gareth, who takes Eddie's weight with ease. "I'll tell you later. You'll be good to take him, or should I?"
Gareth scoffs but his eyebrows aren't scrunched with any irritation or anger. "I think I can handle it, Harrington. Go handle your hero shit."
And here's the thing. Steve has a thing about that word. Eddie's noticed because, well, he's always watching Steve and he has a rocky relationship with the word "hero." Sometimes his whole body glows with the praise, smile so wide and eyes so sparkly it makes Eddie want to scream. Other times, Steve shrinks just a little, barely noticeable, and his smile dims and his eyes are shadowed with something Eddie doesn't understand. Or can't understand. He's not sure.
This time, Steve seems to be on the glowing side of things but it's so subtle compared to usual that Eddie just has to blink and all that golden haze is gone already. He blinks again and Steve's waving bye to him, blinks and Steve's in his car, blinks and he's driving back on the road to wherever people need him to be.
Gareth snorts, tugging Eddie out of his daze and shuffling them both toward the sofa at the back of the garage, the brown beauty it is. "Wipe the drool, man, you're getting it all over my hair."
"Oh like you're one to talk," Eddie waits until Gareth settles him on the sofa and fully stands up before fluttering his eyelashes up at him. "Gary."
"Shut up!" Gareth flushes, stomping over to his (barely holding together, but Eddie likes to think they're made of the same stuff Steve is, to keep going after a fucking averted apocalypse) drums. Jeff laughs when he fumbles with his sticks and Eddie grins when Gareth's attempt at throwing them lands the fuckers right at Frank and that sets them all off.
Yeah, maybe some stuff has turned on its head, Steve and the town and Eddie's general worldview, but he's still got his inner circle and that's good enough for him.
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fantasykiri5 · 3 months ago
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Everyone look at my fuckass OC her name is Hourglass and she’s an animus and probably also queer but idk in what way yet. Despite how happy she looks in this picture she’s a just a Pinch tormented (when she was younger she was convinced to enchant some horrid shit before- it’s been undone but it was still fucked 👍 she’s not happy about it) she’s like 6.
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tellusd20 · 1 year ago
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Appropriately enough for the recent HMS Terror posts that I've reblogged, I've spent the past few weeks slowly completing this map of the ill-fated ship. HMS Terror is underway through a sea of ice and slush, exploring the distant periphery of the known world. What dangers may her crew encounter?
Grid variants of the top two layers (overhead view and upper deck) are available for free on my Patreon in Roll20's preferred 70 DPI resolution. Subscribers have access to the full map (four decks + overhead view) in day/night + grid/gridless variants in PNG and VTT formats.
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educationaldm · 2 years ago
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The massive scary Yule Cat from Icelandic Mythology has always amused me. I may have to write a One-Shot adventure for it some day. Homebrew monster stat-ed by Star Sail Games
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2minutetabletop · 7 months ago
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Genthrix’s Port
A port for all - pirates & sailors bold, even navy's fleets of gold. But bring the wizard's rightful share, or set sail elsewhere, if ye dare. 🏴‍☠️
→ Read it here!
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bowelfly · 2 years ago
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Ahab the kuo-toa, for @iguanodont
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morgandarcyarts · 1 year ago
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Their love language is healing each other and nature 💚
And a bit of raw bear *ex ofc, just to make the others feel uncomfortable.
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teal-raccoon · 1 year ago
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i NEED everyone to know that 1 hour and 1 minute into JRWI podcast episode 100, Gillion/Slime tells Ollie to "put his earmuffs on." This was filmed around the same time Juanaflippa was alive. That is a term Slime used (past tense 💔) for Flippa.
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morrigan-sims · 3 months ago
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What a difference a few years makes...
Rook at age 17-18 vs age 26 & Val at age 17 vs age 32
Not a whole lot changed appearance-wise for Rook, except for getting a few more ear piercings and a lot more scars (most of which you can't even see in these pictures). And he started wearing rings/necklaces, which you can't really see. And started wearing increasingly slutty shirts. Val also gained a scar or two, plus several tattoos. Their horns were broken when they were 17, so pre-17 they had full horns. Oh, and the eyepatch. That's a big one. And they got enough money to buy themself a big hat and a lot of fancy coats.
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max-nolastname · 10 months ago
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black sails characters and the dnd classes they would be:
flint: fighter/sorcerer (draconic bloodline) with high wisdom and charisma. able to pass as human in "civilized" society, but has latent magical powers from an ancient dragon ancestor that manifests in the strangest things...eyes that see through the dark...summoning storms...enchanting the minds of others to do his bidding...
madi: paladin with an oath of devotion, but she doesn't answer to a higher power, or a crown or some nebulous greater good. she answers to a chorus of voices...multitudes...of men, women and children bound by chains across the world....she is devoted to them she answers to them
anne: barbarian. when she channels her rage into fights, she deals serious critical damage to her ops. able to take an insane amount of damage to protect the ones she loves and still be up standing and fighting.
jack: bard (college of valor), through and through. hoards the stories of legendary pirates. obsessed with putting himself up there among the greats. loves to Perform. silvery barbs. iykyk
max: mastermind rogue. the tenants of a rogue is to evade and hide, remain unseen, gather information on enemies and allies in order to figure out how they tick and exploit their weaknesses. she is not fighting on the frontlines she is the shadows she is in the walls of your house waiting to strike
charles: human fighter
billy: human fighter
silver: an npc with no special powers or talents or backstory, his name randomly generated using an NPC fantasy name table. He was created by the DM for no other purpose than to bring the party together and deliver the Inciting Incident/Call to Adventure in the form of a complicated treasure map. quite literally sidelined (see: shackled to a chair) in the first couple sessions, and is only brought back by the DM to add mischief and complications to the plot. but there is something so charming and endearing about this npc that the party can't help but have him tag along on their adventures. John Silver soon becomes integral to the campaign because the player characters want him to be. John Silver the NPC is a reflection of what different players want him to be. He is a trusted partner, co-conspirator, love interest, damsel in distress...a Pirate King to inspire their allies and strike fear in the hearts of their enemies. He is fleshed out and made real by the real human players around him. The players are extremely fearful of john silver dying, but what they don't know is that the DM has no plans on killing off John Silver! The DM has already written john silver into the finale of the campaign, and the story doesn't work without him, so.....
Ty @bloodyentrails for letting me bounce ideas off u
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dailyadventureprompts · 9 months ago
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Dare: Oh what do we do with a drunken Sailor~
The party are just about to ship off to their next adventure, whether it be into uncharted waters, a port full of opportunity, or some foreboding isle full of danger. The only problem is that the ship's navigator seems to have gone on a bit of a bender and is now lost somewhere in the port, drunk as a fish. With the crew's assistance the party will need to find him if they want to set out before missing the tides.. but as it turns out finding one surly sailor among a town full of them is only the start of the party's problems.
Challenges & Complications:
The crew won't leave without their navigator, no matter how much the party press, as practicality and seaborn superstition says it's bad luck to trust a stranger for your directions. Besides, the navigator took the ship's charts and you can't replace those on short order.
Eventually the navigator is found, charts nowhere to be seen. The man is incoherent resting somewhere in the twilight between blackout drunk and hungover, and can only mumble out a few half remembered snippet of the previous days. He lost the charts somewhere in the raukus chain of taverns, brothels, bathhouses, and gambling halls he's visited, and the party will need a bit of logic and investigation to figure out which.
As the party explore they realize they're being followed, the navigator ended up gravely insulting a dockside crimeboss somewhere along the way and now a number of ruthless toughs are coming the city looking to put a knife in the drunkard's guts and bleed him dry. They'll need to be cautious about where they step and what questions they ask, or they'll end up being chased through the streets dragging a grogsodden sailor behind them.
Artsource
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six-of-ravens · 4 months ago
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hmmm might fuckin. cancel netflix.
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jewishdragon · 5 months ago
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Twiddles
A quick fantasy parody of the naughty and nautical shanty Twiddles with bonus gender neutral/variable lyrics! Use for your DnD or other TTRPG games.
(original song for reference: TWIDDLES ORIGINAL)
When the ships all go a sailing and the sailors are all gone What about their lovers who are up and left alone Do you think they sit and twiddle thumbs til the sailors all come home Ha! There’s other things to twiddle when you’ve been left on yer own.
And it’s twiddly-i del-i-del-oh, twiddly-i del-ay It’s oftentimes a sailor leaves you broken with dismay And it’s twiddly-i del-i-del-oh, twiddly-i del-ay But there’s other things to twiddle when your sailor’s gone away.
Well, I remember Nellie, she was young and she was gay She won the heart of Captain Sam until they sailed away They left her high and dry with just a kiss upon the chin But as Sam’s ship went sailing out, another ship sailed in.
And it’s twiddly-i del-i-del-oh, twiddly-i del-ay… And then there was Lucinda Brown, as fair as any maid Her true love went a voyaging, a sailor Dwarf by trade “Oh, keep the fire burning, love,” those are the words they spoke So she found a strapping half-orc to keep that fire stoked.
And it’s twiddly-i del-i-del-oh, twiddly-i del-ay…
When Lucinda’s dwarf came back and knocked upon the door She was as glad to see them as she’d ever been before. (without taking a breath) They left her lyin on the bed, but Lucy didn’t care! ‘Course the half-orc in the closet sure could use a little air. (BREATH) And it’s twiddly-i del-i-del-oh, twiddly-i del-ay…
Oh you hear a lot of stories 'bout the sailors and their sport About how every sailor has a love in every port But if you added two and two, you’d figure out right quick That all of those land-lubbers got a love on every ship!
(2X) And it’s twiddly-i del-i-del-oh, twiddly-i del-ay…
--- NOTES UNDER THE CUT
*note 1: all names can be changed to fit your needs since they are never used for rhymes. Just maintain the same number of syllables and you should be good! **note 2: pronouns can be swapped around as you wish. I purposefully made it gender neutral with the sailor's pronouns but kept she/her for the lovers. ***note 3: the fantasy races i subbed in for the words "sailorman" and "man" and "poor guy in the closet" in verse can also be switched for almost any fantasy race as long as the syllables stay the same. I used Dwarf and Half-Orc because if the closet is dwarf sized... well, a half-orc would be a tight fit! ****Note 4: you can replace "strapping" with "lovely", "handsome" or "dashing" and it still works. I felt strapping sounded a little more... horny.
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