-Nate
Booty!
It is
a common practice for pirates to go cruising, lurking in waters where
they expect merchant traffic in order to find and overwhelm vessels
loaded with spoils. If and when that happens in a Skull
& Bones
campaign, the GM might need a means of determining just what's in a
prize's hold. To that end, presented here are some tables with which
to do just that.
Note that this system can help provide possible adventure hooks,
too. For example, if the PC's take a merchant sloop carrying beef off
of Santo Domingo, which produces plenty of cattle, then they'll need
to look elsewhere in order to sell the goods. This could force
interactions with a fence, and perhaps even bring encounters with
scrutinizing government officials or require some smuggling.
Alternately, if the PC's find that they've captured a shipload of
slaves, the situation could create a moral dilemma for them.
To use the following tables, the GM should first decide just what
kind of vessel it is that the PC's are facing. That, after all,
influences the CR of the enemy ship—although a wicked GM could
randomize that aspect, too, pitting the PC's against whatever kind of
vessel happens to come along and leaving it up to them if they want
to attack it.
One ton of cargo space holds:
Two pipes
Three head of
cattle
Four hogsheads
Six barrels
Six bales
Twelve casks
Thirty bushels
Large Cargoes
Roll 1d20 and
consult the following list to determine the contents of a ship's
hold. Then, roll 2d4+2 and multiply the result by 10% to determine
how much of the hold is filled with that cargo. For a little more
variety, roll twice and have each type of cargo occupy (1d4+1)x10% of
the ship's cargo space.
1. Ale, barrel
2. Cattle, head
3. Cotton, bale
4. Empty
5. Flour, barrel
6. Fresh Water,
pipe
7. Fruit, barrel
8. Indigo, cask
9. Molasses,
barrel
10. Provisions
(one month's supply per five tons of space)
11. Rice, barrel
12. Rum, barrel
13. Salt Beef,
barrel
14. Slaves
15. Wheat (four
per ton of space)
16. Wine, pipe
17. Two large
cargoes (roll again)
18. One large and
one small cargo (roll above and below)
19. One large
cargo and one special cargo (roll above and below)
20. Special—This
could include soldiers, religious pilgrims or similar surprises, good
or bad.
Small Cargoes
Roll 1d8 and
consult the following list to determine the contents of a ship's
hold. Then, roll 1d4+1 and multiply the result by 5% to determine how
much of the hold is filled with that cargo.
1. Brandy, barrel
2. Cocoa, cask
3. Oil, pipe
4. Pitch, barrel
5. Salt, barrel
6. Spice, barrel
7. Sugar, barrel
8. Vinegar, barrel
Special Cargoes
Roll 1d4 and
consult the following list.
1. Ivory (1d6
tusks)
2. Precious Metals
(5d10 x 1000 doubloons)
3. Silk (5d10
bolts)
4. GM's
selection—This could include a magical relic, cannons and barrels
of powder, or something else unexpected.
Refer
to the equipment section of the Skull
& Bones
book to find prices for the items listed above.
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