

However, since he has no crew (4) he can’t have the other dice. Since he now has a ship (6), he can also keep the captain (5). This means he needs to roll all dice again. Since he didn’t get any ship (6) he can’t set aside the captain (5) and Crew (4). If two or more players end up with the same number of points, all of those who tied get to play an extra turn to decide the victor.

After this, the one with most points gets to receive all the money, or the losers get to drink if it is being played as a drinking game. The round is completed when every player got to have its turn once. After doing this, the following person that gets to play its turn is the one located clock-wise. The result got from these last 2 numbers is the amount of points you get. These two last dice are always rolled together and you cannot conserve a previous roll. Once you get the three numbers, you can roll the rest as much as you want within the 3 rolls mentioned before. However, you can’t do this with a 4 if you haven’t rolled a 6 and a 5 beforehand just like you can’t set aside a 5 without having got a 6 before. This means that every time you roll one of the three numbers mentioned above you get to set them aside.

As everyone knows, a crew can’t work without a captain, and a captain can’t either if it does not have a ship. Rulesįor this game each participant needs to have 5d6 to play with, and understand what these numbers mean:ĭuring your turn, you can roll up to a maximum of 3 times. Works excellently both either as a drinking or gambling game. That’s about one of the best things about it, as the simpler it is, the higher the chance the characters will be interested to learn how it works.
Tavern master dnd how to#
Ship, Captain, and Crew is such a simple dice game you can teach your players how to play it in about 5 minutes. So, grab yourself a copy of Ghosts of Saltmarsh or the Seas of Vodari Campaign Setting, and without further ado, let’s add some minigames to your taverns: Having already done some random Encounters for both Cities and Sea travels I thought about doing something similar to what I recently did with the Tavern minigames but specifically for a pirate-filled one. Oh boy, this year started excellently by giving us lots of sea and pirate-themed surprises! I decided to get ready in my own way by creating some stuff for them. Now, if you still want to get out of this place with that information and no hole in your chest you will need to enjoy some Pirate’s dice with me.” “You are in no position to be making such requests. That’s when a raspy voice can be heard from a goliath woman across the room:

The bullet impacts the tip of your fingers leaving a burn mark and sends the coin flying. I’m going to give ten gold pieces to the first person who can give me some valuable informationĪ shot is heard from across the tavern. What do you do?Įlf from a noble family while raising a gold coin: Ok everyone! The thing is simple. As soon as you open the door, creaking while it is being opened, all sea chanties, all laughters and dancing stop. You enter The Smelly Cod, a tavern near the port looking for information and someone to get you across the ocean.
