
7th Sea Errata
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Ships & Sea Battles
Chapter One: The Ship (pgs. 5-12)
Some crews have two numbers to reflect the differences between a
merchant crew and a privateer/pirate crew. Crew numbers (which refer to
individuals) are the same for both 7th Sea™ and d20™. GMs should feel
free to break the crew down to logical brute squads.
- Brig 25 for merchant/80 for privateer
- Castillian Galleon 150 merchant
- Corsair Slave Galley 210 (or however many the Corsairs force aboard)
- Corvette 120 merchant
- Frigate 150 merchant
- Lugger 20 for merchant/75 for privateer
- Merchant Caravel 60 merchant
- Sharpie Ketch 10 merchant
- Topsail Schooner 20 merchant/75 privateer
- Vendel Carrack 60 merchant
- Vestenmannavnjar Longboat 60 merchant
Chapter Two: The Shore (pg. 31-32)
Perishables: Spoilage information is provided for perishable
loads. After a week at sea, roll one d10. After each additional week, roll
an additional die. If the result of any die is a 10, roll the die again
and add 10 to the result.
Example: After three weeks at sea, the captain of the ship carrying
salted beef must check spoilage on the cargo. He rolls 3d10 and gets 4 5
10. He re-rolls 10 and gets a 6, so the total of the dice is 25
(4+5+10+6). Since salted beef's spoilage value is 50, the cargo is fine.
However, the following week, the captain will need to roll 4d10. He should
probably get to port soon.
Wheat: Spoilage value: 25.
Appendix: Ships and Cargo (pg. 84)
Middle chart: “Exoric” should be “Exotic”
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