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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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