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Campaign Notes: Some Pirate Campaign Rules

     A while back, I ran a small pirate campaign. The campaign ended up not going very far, but I have some incomplete notes on ships and sea-faring that have been kicking around in my head ever since. So, lets share them with the world! Ship Stats     The most fun part of this, of course, is looking at all the cool ships you can get. In order to simplify things, I made several classes of ships with fairly generic stats. Additionally, borrowing from Ultraviolet Grasslands and the Black City (UVG), I created the concept of the "chest" unit of weight. This is approximately one chest of treasure, one person, enough supplies (including water) for a person for a week, and the minimum amount of crew member needs on a ship. Its mostly weight, but has a space component too. A cannon, with balls and powder, takes up 20 chests, which by my math was about 1 ton. Generally, a single crew member is assumed to take 10 chests of capacity, through their weight, equipment,...

Dungeon 23: 2 Weeks Completed

 I have been enjoying the Dungeon23 challenge so far, as it feels entirely manageable. Even if I miss a day, it doesn't take much extra effort to catch back up which has been great for my motivation. We shall see if my motivation and inspiration will continue to hold strong, but this is definitely a good start. I have created an overall dungeon structure mapping how levels and sub-levels interact, but I am leaving actually drawing out the rooms until later and am purely focusing on their descriptions. To help with this, I ended up cobbling together my own version of a dungeon stocking table, using a d12: Monster Monster Monster & Treasure Monster & Treasure Treasure Special Trap Trap & Treasure Empty Empty Empty Empty So, without any further ado, the rooms so far!  Area 1A: Mud-Filled Ruins 1/1: M     One entrance to the dungeon. A former den, relatively dry. Small roots hang from the low ceiling. Part of the rear wall has collapsed inward, revealing...