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Mage Hand Press
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High Seas Update

Yo-ho, yo-ho; a pirate's life for me!

The High Seas Update takes place at a time when there are still holes in the map to be filled. These blank spaces are a canvas of adventure, realms of pure swashbuckling exploits, where buccaneers can raid unsuspecting merchants, explorers can struggle against epic sea monsters, and pirates can bury treasure far away from polite civilization.

Inside its pages, you'll find everything you need to construct your own pirate adventure: a slew of races, archetypes, and spells, a treasure trove of magic items, new pirate weapons and equipment, a host of magical diseases, and, perhaps most importantly, a veritable armada of ships. It includes a comprehensive, easy to pick up, and fun to play system of ship combat rules and a ton of pre-built example ships so the whole crew can get in on the action.

More than that, High Seas comes loaded with a sizable bestiary, with entries ranging from colossal sea serpents to diminutive parrots. Following that is a full complement of human NPC stats to fill the ships, ports, and island colonies of your campaign world, so that every inch of your campaign can feel fully inhabited.

And it's only 82 pages!

Changelog:

Comments

Slaying Fever doesn't specify the type of saving throw needed?

Izaac Ward

Good question! Ships don't generally use all the attacks listed in their statistics on a given turn. Generally, they need to choose between a few attacks with selected cannons (equal to the number of people in the gunner's role, plus Extra Attack for each of those gunners, if they have that feature) or a broadside attack with each battery. /And/, they'll typically make fewer attacks than that, since once you Broadside, you can't do so again on the following turn, meaning it'll likely be better to stagger out broadside attacks. Check the Gunner section for greater details on this.

Mage Hand Press

I have a question about ship attacks. Does a ship make a number of attacks equal to its cannons every turn, so long as it has the gunners to operate them? I think that's right but something about it makes me think I missed something, because that could potentially be a massive amount of damage every turn, leading to fights which end too quickly.

Just_A_Bit_Sleepy

It does! Cheers!

Frank Bone

Tackling these in order, I'd day: no penalty to having a tail or legs; you probably need some sort of armored skirt; a merfolk can manifest a fin on land, but not legs in water; for a PC, you should just assume it's pretty automatic, without any special rituals. Hope that helps!

Mage Hand Press

My table is currently running High Seas, and it's awesome! I'm looking forward to playing a merfolk cleric to Lliira, and just have a few questions. Is there any penalty to having a tail or legs? Does armour shift with you, as though you were a wildshaping druid, or do you just have to wear an armoured kilt? Can a merfolk manifest legs underwater or a tail on land, or is the process automatic? Lastly, the monster entry for the merfolk says that they use a ritual to make the change. Is this just assumed to happen with a PC as well? Once again, thanks for this amazing stuff!

Frank Bone

This is an amazing work guys, thanks! Love the disease section, I think someone might be getting Blackfoot next session, muahaha!!

Eloy Muñoz

*slow clap* A funny story: the MFoV team communicates with Slack, and we maintain an imaginary 'Pun Jar', where punny offenders put an imaginary dollar in the jar when they commit pun crime. You, sir, owe Pun Jar a dollar. At least XD

Mage Hand Press

Yar, we patrons claim this treasure be ours. All you can Sea is Arrs. This is good, quite swill. (swell) a mighty fine plunder of piratical puns for my players and awful alliteration await all my annoyed adventurers in my next story based on this lovey splat-book. Drink up me hearties!

E Koebel

A treat for the ayes

Chris

I'm glad you like it! A lot of blood, sweat, and tears went into this one.

Mage Hand Press

This is simply awesome :)

Peter Seres


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