Weapons for a D&D 5e Pirate Campaign Setting

Ahoy! This week on the Campaign Trail we set sail on a journey to hunt down Weapons for a D&D 5e Pirate Campaign Setting. As my seafaring campaign nears its end, I’ve been taking a look back at all the materials I created and collected over the course of the campaign. I thought it would be a good idea to share some of my materials with you lubbers that I found useful. While this list is geared towards outfitting swashbuckling pirates and privateers, you could use it to add guns (inspired by those used during the late 18th century) to any campaign, you scallywag.

Naval Encounters for D&D 5th Edition

Part 1 | Part 2 | Part 3 | Part 4

Ahoy lubbers! Part 1 of this series covered basic naval combat, Part 2 looked at some more advanced options and Part 3 provided more ideas on how to run a sea battle. Each week, my players and I visit the Seas of Vodari, my homebrew world of islands. In part 4, I wanted to conclude the series with a simplified and streamlined look at how I handle Naval Encounters for D&D 5e after playing a D&D 5e seafaring campaign for almost a year now. My goal for these updated rules is to prioritize player actions and speed up encounters versus simulating realistic naval combat. This article collects and updates much of the content of the previous entries and provides some specific scenarios for naval encounters.

If you are looking for more realistic naval combat, Pathfinder Skull & Shackles and Part 2 of this series are a good place to start.

Unearthed Arcana: Character Options for a High Seas Campaign

As some of you might know, I run a waterborne campaign of my own in my Vodari setting. In the latest Unearthed Arcana, Mike Mearls has provided some great options for your seafaring adventures. I actually set-up Minotaurs and Swashbucklers for my campaign… but this take is great and my Swashbuckler was clearly inferior. The Mariner fighting style and Storm Sorcerer are great player options for a waterborne campaign too.

And Hang the Musikers, Too – Even More Roles on a Pirate Ship

Here is the final post in this series by guest poster Mark S. Cookman.

Previously in this series I looked at command officers and mid-grade officers on a pirate or privateer vessel. In this article, we will be looking at the makeup of the crew itself. Remember that the only rule with pirates is that there are no rules; no two crews of any two pirate ships were exactly the same. Even so, we can narrow down some roles common to pirate/privateer crews based upon the jobs that must be done aboard ship. Most simply put, pirate crews are a mixture of brutes, gunners, swabbies, and musikers. Let’s examine each category in turn.

Creating an Archipelago World

It’s been a crazy week and I’m only about 50% done my the second entry in the Adventure Building series. I thought this guest post by Ben Latham would be an excellent replacement for me this week and my series will resume next week. – Shawn

In this article, I will reference a great deal of other content available for free at Tribality. There will be links included below, in the description, for anything that I reference.

It is no secret that the readers of Tribality enjoy aquatic campaigns and pirates, ships and their captains, and all the other paraphernalia of the high seas. I too enjoy that exact same style of adventure, so when I started my most recent campaign, I decided to set it in an archipelago world, which is to say, a world made of islands. Browsing Tribality, you should be able to find plenty of articles to get you ready and hyped for an aquatic campaign, full of ideas of adventure, dangerous sea monsters, and more pirates than you can shake a stick at. In addition, I would highly recommend the nautical minded GM to listen to the Dungeon Master’s Block episodes 19 and 26, where you can find an in-depth discussion by Tribality authors of aquatic campaigns and pirate campaigns, respectively. However, these tools are even better when set in a world designed to get the most out of them, so in this article I am going to attempt to lay out how to design an archipelago world in which your aquatic campaigns are destined to take place.

The Next in Line to Hang – More Roles on a Pirate Ship

Here is another guest posting by Mark S. Cookman for our Nautical Nonsense column.

In the first part of this series, I looked at Officer Roles on a Pirate Ship. In this second part of a three part lesson dealing with the crew positions aboard a pirate vessel, we are going to look at the responsibilities of the Sail-master, the Carpenter, the Cook, the Surgeon, and the Master at Arms. These were all lower officer positions and were either voted upon or assigned by the captain as discussed in the first part of this lesson. The sailors who served in these positions were skilled laborers and, as such, their skills were always very much in demand on a ship. They were almost always offered a greater share of the treasure because of their skills. These were definitely crew members that a pirate ship could not function without.

Officer Roles on a Pirate Ship

Here is another guest posting by Mark S. Cookman for our Nautical Nonsense column.

If you are running a game with pirates in it, then you should know what the job entails. It’s not all boarding ships, counting booty, and drinking rum like you might think. A great deal of hard work is required to run a sailing ship with a law-abiding crew, let alone one populated by pirates. In this essay we are going to examine the five principle officers on board a pirate ship, their duties, and their responsibilities. This is part one of a three part lesson. In the next lesson we will examine the duties and responsibilities of other officers and crew members with special duties. In the final lesson, we will look at one very special group of crew members that are almost always overlooked. Read on to learn what pirates expected of their primary officers.

6 Kinds of Waterborne Cutthroats from History

I thought this guest post by Mark Cookman might be interesting to listeners who caught my spot as a guest on the Dungeon Master’s Block podcast. In the episode we talked about pirate campaigns and this look at the different types of pirates is a good follow-up.

Diversity spices up any encounter table and the goal of this article is to provide you, the GM, with a description of 6 different kinds of sailing villains from the pages of history so that you can spice up your own pirate encounters. We are going to explore the differences between six types of seafaring scoundrels. They are pirates, privateers, buccaneers, corsairs, smugglers, and marooners. When we are done, you’ll know what each of these names mean, you’ll understand why the old adage ‘once a thief, always a thief’ also applies to pirates, and you’ll also learn what pirates called themselves. So freshen your drinks, pull up your chairs, and let’s begin.

Pirate Campaigns – Tribality Writer Shawn on Dungeon Master’s Block

I had a blast being a guest to talk about pirate campaigns with DM Mitch and DM Chris on the Dungeon Master’s Block podcast. We discussed everything from history, themes, monsters, weapons, eye patches, peg legs and more.

This week we are joined by another one of our friends from Tribality.com.  First Mate Shawn was gracious enough to share with us his thoughts and passions on anything and everything Pirate Campaigns.  So sit back, grab your favorite tankard and fill it with the most raunchy grog you can find and enjoy this episode dedicated completely to Pirates!