Of Seas and ships - Houserules in Not Forgotten Realms | World Anvil

Of Seas and ships - Houserules

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  • Of Ships and Sea
  • Pirates of Sea of Fallen Stars
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    Офицеры на корабле

      Капитан - Captain, Первый помощник - First Mate, and Quartermaster: Leadership and Support   Рулевой - Helmsman: Piloting the Ship   Канонир - Cannoneer: Making Attacks with Siege Weapons   Master Gunner: The Head Cannonneer   Хирург - Surgeon: Recovering Casualties   Боцман - Boatswain: Repairing the Ship and Weapons   Arcanist / Militant: Spell Casters or Martial Fighters   All Officers share a position of authority, and as such may give orders to crew (Charisma checks if applicable)   Officer Positions are not restrictions, although some may require constant attention.   During Naval Combat, ships take initiative, and every member of ship acts as one cohesive unit. Rather than taking full individual turns, Officers may only take a single action each on their ship's turn. For information on how this works, see "Officer Locations". Each Officer Position offers additional actions on top of any other actions you can normally take. These actions are Naval-Combat specific, such as firing cannons or piloting the ship.   Features and Actions granted by officer positions are only available during Naval Combat   Each Position also comes linked a Travel Role; a responsibility you are trusted with while making journeys on the sea, such as navigating or keeping a lookout. The implementation of these roles are further discussed in "Making AJoumey". A quick guide to these roles is available in the "Printable" section.   Officer Positions can be taken or swapped as an action but carry over across non-combat scenarios. There is no need to re-take officer positions.   If initiative is called and you do not have an officer position, or wish for a different one, an action will need to be taken to have it swapped / assigned to you.

    Капитан

      Обращение: Captain   The Captain, First Mate, and Quartermaster are generally charismatic officers. While the names may imply authority, remember that all Officers share the top of the hierarchy of a ship. Still, a ship would be amiss without someone calling themselves “Captain” and wearing a funny shaped hat.   Without a specific responsibility during combat, these positions focus on supporting others and have the unique ability to take the Boarding Action, in which the entire ship participates. While their Available Actions are the same, differences lie in the Travel Role of each.   Характеристики: Интеллект, Мудрость, Харизма   Первичные навыки: Persuassion, Survival, Nature, Intimidation   Вторичные навыки: Vehicles (Water), Cartographer tools  

    AVAILABLE ACTIONS

     
  • Rally: Give a d6 Inspiration Die to an ally. A Charisma Check, DC dependent on the situation, is required You may use this action only once per battle.
  • Asses»; An Investigation check to locate any weakness of an opponent’s ship. If successful, you have advantage on your next attack or contest against them for the next minute.
  • Assign Position: As an action, you may immediately replace one officer’s position, promote someone to an officer position, etc. The target must accept this change.
  • You may also use this action to relocate a number of gunners up to double your proficiency bonus to new cannons.
  • Board: Free Action. Give the order to Board See Boarding for more information
  • TRAVEL ROLE - Navigator

      The Navigator helps plan the route for the ship and assists the Helmsman on their journey. Make a Nature / Survival check at each part of the day (5 total) against the same DC as the Helmsman's survival checks. You gain a +1 to Navigation checks if you have access to a map (you must recognize both where you and your destination are on it) Each success by the Navigator awards the Helmsman +1 bonus to their survival check.   Once the Navigator fails 2 checks, they are unable to give bonuses for the rest of the day.  

    Первый помощник

      Honorary: Mr. Maximum: 1   The Captain, First Mate, and Quartermaster are generally charismatic officers. While the names may imply authority, remember that all Officers share the top of the hierarchy of a ship. Still, a ship would be amiss without a jack - of - all - trades to act as the right hand to the other officers.   Without a specific responsibility during combat, these positions focus on supporting others and have the unique ability to take the Boarding Action, in which the entire ship participates. While their Available Actions are the same, differences lie in the Travel Role of each.   Характеристики:Wisdom, Charisma, Intelligence   Первичные навыки: Persuassion, Survival, Nature, Intimidation   Вторичные навыки: Vehicles (Water), Cartographer tools  

    AVALAIBLE ACTIONS

     
  • Rally: Give a d6 Inspiration Die to an ally. A Charisma Check, DC dependent on the situation, is required You may use this action only once per battle.
  • Assess: An Investigation check to locate any weakness of an opponent’s ship. If successful, you have advantage on your next attack or contest against them for the next minute. Assign Position: As an action, you may immediately replace one officer’s position with another, promote someone to an officer position, etc. The target must accept this change.
  • You may also use this action to relocate a number of gunners up to double your proficiency bonus to new cannons
  • Board: Free Action. Give the order to Board See Boarding for more information
  • TRAVEL FEATURE Shipman.

      The first mate is known to be a jack of all trades.   As such, you are able to help more than normal When you choose to assist another role in their responsibilities, you grant a +2 to their rolls, instead of the usual +1.  

    Боцман

      Honorary: Master   Maximum: 1   What a Doctor does for people, you do for boats. Only, your instruments aren’t as dainty, and boats can’t sue. Take your actions patching up holes and repairing sails- whatever you can to keep your feet dry. If you have a spare moment, fix a cannon or two. Everyone will thank you for it.   Характеристики: Strength   Первичные навыки:   Вторичные навыки: Carpenter tools  

    TRAVEL ROLE: Carpenter

      Spend the day repairing the ship The adventuring day is made up of 5 parts. For each of those in which you did not spend time doing anything else (combat, other actions, adventure, etc.) make a Carpenter's tools check (DC: 15) On 3 passes, you may add 2d6 x your proficiency bonus HP back to the ship. You may split this between Ship and Rigging HP as you see fit.   Assisting this role gives a +1 to each check that you are present for.  

    Навигатор / Штурман HELMSMAN

      Honorary: Mr.   Maximum: 1   Recommended: Proficiency in Water Vehicles   Restriction: Cannot also be a Cannoneer or Master Gunner   Manning the wheel the Helmsman is responsible for safely navigating the vessel to its destination. While other Officers should weigh in on the direction of the ship, the Helmsman has the final say and makes the rolls. In combat, the Helmsman might be taking Evasive Maneuvers to avoid the enemy's cannons or ramming the prow directly into another ship. While most officers may only take a single action each turn during Naval Combat, you may also take a Bonus Action, which may only be used for your pilot checks. If you take a non-pilot action, then your pilot checks have disadvantage until the start of your next turn. Remember, don’t drive distracted!   Характеристики: Wisdom, Intelligence   Первичные навыки: Nature, Survival   Вторичные навыки: Cartographer tools, Navigator tools  

    AVAILABLE ACTIONS

     
  • Evasive Maneuver: Dex/Str/Int Pilot Check with disadvantage: If successful immediately add your proficiency bonus to the ship's AC and gain advantage on the next pilot check to contest a boarding check until the start of your next turn. 1/2 Speed next turn.
  • Come About (Evasive Maneuver Variant): Uses full Movement, pilot check to succeed The aft most section of ship moves to inhabit the hex forward to the one the bow was previously in, and the bow moves in a straight line over so that the ship extends perpendicular to its former orientation.14 speed next turn. May cause overboard saves, and consecutive attempts are more difficult. See 'Come About' in the movement section for the full mechanics. Ram: Ram your prow into another ship using your movement. Id 12 damage per hex traveled in straight line (that round Max 10, Minimum 2) taking 1/2 damage back to your ship. Boarding Check: Roll to try and grapple a targeted ship at the end of a turn the Boarding action was taken.
  • Pilot: Bonus Action. Dex/Str/Int/Wis checks to steer. Ability dependent on what needs to be done (see Pilot Check section under Movement) If this bonus action is not made, ship will continue course but list with the wind (assuming no other factors) If you take a non-pilot action, then your pilot checks have disadvantage until the start of your next turn.
  • TRAVEL ROLE Pilot

      When making a journey, this role is responsible for making the Best of 5 Survival / Nature skill checks each day to plan and execute a course. Anything that gives bonuses to navigation checks has the same effect on these rolls.   Best of 5 checks throughout the day.   If more successes than the DC (Base DC: 2) then subtract 1 day of travel from the total journey time.   On a failure, subtract12 day from the trip. See "Making a Journey" for more information.   Checks are made with disadvantage if the pilot is not proficient in Vehicles (Water)  

    Квартермейстер

      Honorary: Master   Maximum: 1   The Captain, First Mate, and Quartermaster are generally charismatic officers. While the names may imply authority, remember that all Officers share the top of the hierarchy of a ship. Still a ship would be amiss without someone to help take care of the crew and their quarters.   Without a specific responsibility during combat, these positions focus on supporting others and have the unique ability to take the Boarding Action, in which the entire ship participates. While their Available Actions are the same, differences lie in the Travel Role of each.  

    AVAILABLE ACTIONS

     
  • Rally: Give a d6 Inspiration Die to an ally. A Charisma Check, DC dependent on the situation, is required You may use this action only once per battle.
  • Assess: An Investigation check to locate any weakness of an opponent’s ship. If successful you have advantage on your next attack or contest against them for the next minute.
  • Assign Position: As an action, you may immediately replace one officer’s position with another, promote someone to an officer position, etc. The target must accept this change.
  • You may also use this action to relocate a number of gunners up to double your proficiency bonus to new cannons.
  • Board: Free Action. Give the order to Board See Boarding for more information
  • TRAVEL ROLE Cook

      A ship's cook is more concerned about preparing and keeping a balanced nutrition for crew than the actual food Having a dedicated cook results in high quality rations: Having a cook decreases the chance of disease and promotes higher morale.   After a full day of having a cook, anyone who ate their food may spend one free hit die on their next short rest. Benefit fades at the end of the day following.  

    Командир абордажной команды

      Militants are Martial Combat Officers who share all the same features and rules as Arcanists, but do not require the ability to cast spells. Arcane Well is replaced with Warrior's Focus.   Variant Action: Warrior's Focus: As an action, begin concentrating on an attack, with the same concentration rules as Arcane Well. If, by the start of your next turn, your Concentration has not been broken, your next weapon attack has Advantage on both the Attack and Damage rolls. This bonus does not apply to Siege Weapons. You may use this action a number of times equal to your proficiency bonus per long rest.   Характеристики:   Первичные навыки:   Вторичные навыки:    

    Судовой лекарь

      Honorary: Dr.   Maximum: -   Requirement: Medicine Skill or other Healing Means   The Seas are a dangerous place, Doctor, and the burden of life in Naval Combat lies on your shoulders. As crew are injured, you may use your action to attempt to get them on their feet again. Be sure to check out the Casualties section to better understand what your position may require. Remember, everyone on the other side is working as hard as they can to make your life hell Have fun!   Характеристики:   Первичные навыки:   Вторичные навыки:  

    AVAILABLE ACTIONS

     
  • Treatment (Medicine or appropriate tool Check): On a successful check and one use of a Healer’s Kit, you may return one crew casualty back to the fight. If your current crew count is not equal to your total add one back (up to the original total) This action cannot be taken if you already have crew equal to your total crew. Reference Casualties for more information.
  • Example: During battle, 3 of your 30 crew fell (27/30 Crew) On a success, you may add 1 crew back, your new crew count being 28/30. Assuming no more casualties, you may take this action 2 more times returning the crew to 30/30, at which point this action cannot be taken.
     

    TRAVEL ROLE Surgeon

      Spend your day treating the wounded or sick.   Requires proficiency in Medicine or an appropriate tool On a successful medicine check, ld4 people may gain the effects of a Lessor Restoration Spell with the added benefit of decreasing exhaustion levels by 1.  

    Кок

      Характеристики:   Первичные навыки:   Вторичные навыки:  

    MASTER GUNNER

      Honorary: Master Maximum: 1   Behold your artillery, Master Gunman. While you roll attacks and damage for the cannons under your control the same as any normal Cannoneer, you have the unique ability to order any side of the ship to fire all their cannons at once in a massive Broadside. This devastating attack will be sure to satiate your appetite for destruction.   FEATURE   Automatically gain the Officer Position “Cannoneer” - together, these two officer positions count as only having 1. Cannons under your control require one less gunner than normal (min. 1)  

    AVAILABLE ACTIONS

     
  • Call Broadside: (Recharge 5-6) See Broadside Section
  • CANNONEER

      Honorary: Mr.   Maximum: 4   Cannons require men to man them, and men require other men to lead them. As a cannoneer, you oversee cannons on one side of the ship. Repairing misfires and giving extra guidance to your men, you have the final decision on which of your cannons will be fired at the enemy- and the distinct honor of making the rolls. That’s a lot of dice.  

    FEATURE: OVERSEE GANNONS

      Select one side of the ship. If there are to be more than 2 canoneers, you should instead select a single deck and side. You may not select cannons that are already under a different cannoneer's jurisdiction.   You are in control of all cannons that are assigned to that side, and count as one gunner for the sake of manning them. Firearm proficiency is not required to be a cannoneer. Effects that deal damage when you hit (Hunter’s Mark, Hex) only trigger if you are personally manning a siege weapon - not to cannons you are overseeing.  

    AVAILABLE ACTIONS

     
  • xxx. Make any number of attacks with cannons under your control
  • Concentrate: Move to assist another Cannoneer. While there, you may help man a siege weapon of your choice. If you have proficiency in Firearms, you may add your proficiency bonus to hit for whichever weapon you are manning. You may return to your position as a free action.
  • Repair: Using Tinker's or Smiths’ tools, make a check to repair a misfired cannon (DC= 8+ Misfire Score) The cannon does not need to be one under your control Failure results in the cannon dropping to 0 hp. Must be proficient in the tools you use.
  • Assess: Investigation check to locate any weakness of an opponent’s ship. If successful you have advantage on your next attack or contest against them for the next minute.
  • ARCANIST

      Honorary: Magus/Arcan   Maximum: None   Requirement: Ability to cast at least one spell   Some say cannons were invented only to let the mundane contend with the arcane. Arcanists are a central component of any successful ship- leaving port without one is considered foolhardy. While the other officers spend their time wrestling with the ship, take advantage of your own power to influence the battle. Climb to the crow’s nest and rain down fire or obscure your vessel in a well of fog.   Unlike other Officers, you may take full turns on the ship- but that does come with restrictions. While others are not constrained to any physical space, you are. You can’t cast a lightning bolt from the crow’s nest if the turn before you were helping below deck. Your turns on the ship act exactly as they do on land This physical location overrides the lack of location most officers have.  

    FEATURE

      As an Arcanist, you may use ship turns as you own turn, taking full turns of actions, bonus actions, movement, etc. Your responsibilities to the ship include helping others with their roles, casting offensive and defensive spells, or doing whatever you deem appropriate. See the Magic Section for information on how spells interact with Naval and Ship- bound combat.   Unlike normal Naval Combat, your location defines what actions are available to be taken- To take an action granted by an officer position, you must be in the Associated Location of the position that grants you that action.   So, as a Pilot/Arcanist, you must move to the helm to take any actions associated with piloting. For information on how to take actions, and how to interact with other officers, see the Associated Locations Table in the Combat Section.  

    AVAILABLE ACTION

      Arcane Well: As an Action, you may begin concentrating on your magic. If by your next turn you have not lost concentration, nor failed a Dexterity save due to the ships movement, you may roll ld4-l (minimum result of 1) gaining a spell slot of that level to use only that turn. If you do not have access to the level gained you instead gain the highest level you have access to. You may take this action a number of times equal to your proficiency bonus per long rest.   Note: As with all officer actions, this action may only be taken during Naval Combat.  

    TRAVEL ROLE Lookout

      Responsible for making Perception checks to notice landmarks, obstacles, encounters, etc. If you have a lookout at the start of a Naval Encounter, you gain a +1 to the ship's initiative (even if the lookout missed the threat)  

    GENERAL ACTIONS

      These actions are available to any Officer during Naval Combat. This list is not exhaustive.  
  • Any actions or bonus actions a character may normally take (Bonus Actions may be taken using the officer's action)
  • Give orders to Crew
  • Participate in Boarding
  • Ready for Combat: As an action, gain advantage on individual initiative if standard combat begins before the start of your ship's next turn.
  • Interact with anything on the boat
  • Brace Yourself: Gain Advantage on Overboard or Displacement Effect Saves until start of next turn
  • Man Cannons: Count as a person, may use specialized shots, etc.
  • Assist another Officer’s Action:
  • Help pull lines, handle ropes, etc. (+1 Pilot Check)
  • Assist Surgeon: Surgeon can make an additional medicine check for +1 crew. This check is made at disadvantage unless you have medicine proficiency, or another means of healing available.
  • Assist Boatswain: +1 to Check, add your Intelligence Score to the HP gained
  • Leave the Ship: Whether by Small Craft, Rope Swings, Jumping Overboard, Etc. See Leaving the Ship for more information.
  • Команда

    Seafaring in the Forgotten Realms is a labor-intensive process. Galleys need oarsmen, sailing ships need crew to manipulate the rigging and to maintain the ship, and all ships with weapons need someone to operate them.   Crews are divided into four classifications: green, average, trained, and crack. Their costs per man per month are below:
  • Green: 2 gp
  • Average: 4 gp
  • Trained: 6 gp
  • Crack: 6 gp
  • Payment is usually in advance for the first two months, with any extra money accrued payable upon landfall. In addition, crews going into hazardous situations (such as when hired by adventurers) may demand an additional “crew’s cut” of plunder-a share equal to that of the leaders to be distributed among the surviving crew. Such an arrangement will not improve their sailing ability but will affect their morale in combat situations.   Green sailors are those who could be picked up anywhere. They barely know the difference between a hawser and a ballista. They are warm bodies to fill the ranks, but little else.   Average sailors are usually found around large ports. They have had sailing experience before, and are competent to run a ship fairly well. In any city of, respectable size (such as Suzail or Procampur) they can be found in sufficient numbers to crew a vessel. Trained sailors are the veterans of many voyages, often on a number of ships. They are numerous, but that does not mean they are easy to find. In any large city, 3d10 trained sailors can be found for hire. Of course, arrivals of new ships and ship crews mutinying or abandoning people may change that number.   Crack sailors are not so much rare as very specialized. They are the best at what they do for a particular captain and aboard a particular ship. Taking a crack crew from one ship and putting it on another with a different captain reduces it to trained status.   Initial Crew Status   Initially a crew has the rating of the majority of its members. A crew of 10 with one trained, six average, and three green recruits is considered average while one with two trained, and eight green members is considered green. This is for determining the initial crew rating only, when a ship is just starting out in play.   Non-Officers. Crew are skilled and unskilled NPC’s who assist on the ship. Crew are key to sailing the ship (See Skeleton Crewl and manning cannons in Naval Combat. Crew take care of menial tasks so that the officers don't have to. Larger ships require more crew in order to be functional Most crew are "Unskilled", in that they have a commoner's stat block and no proficiencies. These crew cannot be officers but are cheap to hire. Being unskilled does not mean that they are not competent: these men are seamen who are able to carry out the various aspects of seafaring. They are dependable workers, not prone to poor decisions or failure at basic tasks. Being unskilled just denotes their inability to take officer position, their lack of specialization, and their inclusion in things such as Casualty Rolls.   "Skilled" Crew refers to crew who are proficient in a skill (and receive a +5 to checks with it) These are professionals, and their price reflects that. While you can find unskilled crew at any harbor or tavern, Skilled crew are less common and may need to be sought out. Skilled hirelings come in a variety, so prices may vary. Someone with a single proficiency in a low- demand skill may ask 5 gp a day, while a caster who will be asked to fight will likely ask for more than 100 gp (and may haggle for a cut of the profit)   Unskilled Crew are, by default, non-combative. For this reason, they should not be considered during Standard Combat. Fighting a large ship does not mean fighting against 50+ people, but only the combat units the ship keeps. It is up to the DM to respect this, or to warn their players if they plan for the crew to be involved The crew are not on battle maps nor take up space in the environment. They are ignored until after combat is resolved

    TRAITS

      To better characterize crew, each of them have 3 secret traits, which may be low, medium, or high. These traits don't affect any mechanics (unless you want them to) but help create meaningful characters with potential to be more:  

    NAVAL ABILITY

      Their skill at doing their job, knowledge of seafaring, etc.   Crew High in Naval Ability will be respected for their work, and often complete their job to excess. With training, they may be able to be become a Skilled Hireling and be able to assist the pilot or navigator, and eventually take on those responsibilities themselves.   Being low in Naval Ability makes a crew member a ready target by the other crew. They may be used as a scapegoat or given extra duties. They don't have a lot of potential on the sea.  

    DEMEANOR

      A basic idea of the agreeableness of a crew member. A summary of their social skills, this has a large impact in their role on the ship, and how they respond to orders or conditions on the ship.   Crew High in demeanor are well liked among the crew, and likely the officers as well They may be chosen as a sort of mouthpiece for the crew, communicating to the officers the state of things. They will likely seek out and quell trouble on the ship. They raise general moral and take problems and issues in positive ways. If anything happens to them, morale could take quite a toll   Low Demeanor crew are disliked and unwelcome by many- but not all They may be sneaky or rude, or simply untrusted Low demeanor crew may interpret things in the worst way, loath orders, and are quick to resort to extreme measure.   Have you ever heard of a mutiny?  

    MARTIAL ABILITY

      While most crew don't take part in standard combat, you may consider using crew high in Martial Ability in the flavor of things: While they don't enter the battle as a combatant, they may help influence things in other ways. Crew high in martial Ability may eventually develop into combat units.   Crew who are low in Martial Ability are unable or unwilling to fight- this may be respected, or it may be seen as a sign of weakness by the crew.  

    PRICES

      Crew Price (Per Day)   Unskilled Crew - 1 gp   Skilled Crew - 5-200 gp   Whenever you make landfall, it's time to even up. Add up the total salaries of your crew and pay them for each day they were with you since last you landed   Documentary: Since crew are on call even while ashore, you must pay them half their price on the outset of your next journey for the days spent on land.   Calibri  

    Характеристики корабля

     
      The ships of the Inner Sea include all types of vessels from the ancient-style galleys of Mulhorand and Chessenta to the late Renaissance galleons of Cormyr and Sembia. With such a variety of vessels on the water, it is important to understand the basic principles of how ships work and move in order to understand how and why different types of vessels are chosen.   The oldest type of vessel is the galley, or oared ship. Galleys move by rowing, pushing their oars through the water, and have no sails. Galleys move in any direction at essentially the same speed; it does not depend on the wind (or lack thereof) to make it go. Second, an oared vessel is more maneuverable, and is able to turn more quickly.   However, galleys have problems as well. First of all, in order to move a ship of any size, you must have a large number of rowers. These rowers take up space, and (more importantly) food and water for such a large crew also takes up space. Thus, either the galley must remain close to shore, so that it can be frequently resupplied, or it must devote a large amount of its cargo space to food and water, making it less efficient at carrying cargo.   Also, an oared vessel requires either a larger loyal crew (who must all be paid with a share of the profits of the voyage) or a slave crew (whose rebelliousness at an inopportune moment may lead to disaster).   For these reasons, other seamen experimented with the use of sails, large cloths which could push the ship ahead of the wind. A sailing ship needs a small crew, and can go somewhat faster than an oared vessel in a strong wind. However, in poor winds, the ship is slow and difficult to maneuver, and in any case it was not practical to travel any direction except where the wind was blowing. To overcome these problems, many ships were built which carried both sails (for normal operation) and oars (to provide movement in case the ship became becalmed). As sails became more controllable, and as seamen learned more about sailing, the use of sails overwhelmed the use of oared vessels on most oceanic ships.   An alternative type of vessel which exists on the Inner Sea and the other seas of the Forgotten Realms is the towed vessel. Rather than having sails, such vessels use either swimming or flying creatures outside the ship to provide the motive power. While even the flying creatures are not strong enough to actually lift the ship, they can provide reasonable motive power. For a more extensive discussion of towed ships, see the section below.  

    Ship Architecture

      Ships have a number of attributes and statistics that describe their performance and capabilities. Below is a short overview of common terms.   A ship’s base movement is the average speed of the vessel in miles per hour under a light breeze (for sailing ships) or under favorable conditions (for oared ships). Where two numbers are separated by a slash, the first is the speed under sail and the second is the rowing speed. Base movement can be converted into movement in yards per round by multiplying by 30. Thus a caravel, which has a base movement rate of 4, moves at a base speed of 120 yards per round, or a character movement rate of 12. Emergency move is the top speed of the vessel in emergency or combat conditions. For sailing ships, emergency speed is gained by putting on every yard of sail possible. Galleys and other oared ships rely on the strength of their rowers. This speed can only be maintained for a short period of time; too long and rowers will collapse, and masts, yards, and sails will break.   Each ship has at least two crew numbers. The first is the number of individuals needed to run the ship under normal circumstances. The last is the maximum number of individuals that the ship can carry and remain seaworthy.   The middle number, if present, indicates the number of individuals required to operate the oars. If the vessel is not carrying that many individuals, it is limited to sail motion only.   Seaworthiness rates the vessel’s ability to remain afloat in dangerous situations, notably storms, hidden shoals, extended voyages, huge monster attacks, and rams. Seaworthiness is rated as a percentage value. Anytime there is a chance of sinking, the DM rolls percentile dice. If the roll is equal to or less than the seaworthiness rating of the ship, it remains afloat, although bailing or repairs may be necessary. If the roll is higher than the seaworthiness rating, the ship suffers critical damage.   In addition to seaworthiness, there are many attacks that can force a ship to make a saving throw (such as a disintegrate spell cast on the bow) which will cause the ship to save or be damaged or destroyed. In general, use the Item Saving Throw chart (on page 39 of the DMG) for determining effects. Most ships are “Thick Wood” for general saves.   Power type defines the type of motive force that causes the ship to move through the water.   Armament varies from ship to ship. In a typical ship description, the standard armament (SA) is provided. Additional armament may be provided, though this cuts down on cargo space (the room that would normally be used for cargo is instead used to provide space for large weapons and their ammunition). This initial armament number reflects the number of armaments that can be built directly into the ship. Further additions can be made with each weapon eating up ten tons of cargo space. Additional armament cannot exceed one-quarter of the ship’s total cargo capacity. This limitation allows some room for the crew’s needs and ensures that the ship does not become topheavy and capsize.   Armament falls into an number of categories:  
  • Catapult: blunt stone thrower
  • Ballista: extremely large crossbow
  • Ram: punches holes in ships
  • Bombard: cannon; very rare, expensive, and dangerous to use
  • Fire Projector: shoots liquid flame
  • Further information about each of these weapons is given under the individual entries.   Cargo space is the amount of stuff the ship can contain. The remaining interior space is needed for crew, armament, and other necessities. For each large weapon added to a ship over and above its standard ordnance, ten tons are subtracted from the total amount available for cargo (the weapons and ammunition occupy that space).   Keel length (KL) is the long dimension of the ship, usually but not always measured along the ship’s keel.   Beam length (BL) is the width of the ship, measured at the ship’s widest point but not counting any oars or yardarms that may widen the ship without effectively contributing to its tonnage.   Armor rating (AR) for a ship is similar to the Armor Class of a character. Armor reflects the difficulty that an attacker has in causing significant damage to the ship because of its construction. In general, small, light ships have poor ARs while large, heavier-built ships have excellent ARs, trading speed for protection.   Ships   The majority of the ships of the Inner Sea are based on a small set of standard hulls which are used and reused. These hulls represent the foundation on which the custom portions of the ship are built. The following section describes of the standard hulls of the Inner Sea; DMs are encouraged to construct their own hull designs using these as examples.   Caravel Cost: 10,000 gp   Base Movement: 4   Emergency Move: 5   Crew: 15/50   Armor Rating: 9   Seaworthiness: 70%   Saving Throw: Thick wood   Power Type: Sail   Cargo Tonnage: 180 tons   Keel Length: 70 feet   Beam Length: 20 feet   Standard Armament: 1 large weapon   Ram: Not allowed   The caravel is used by the nations of Cormyr, Sembia, and Impiltur extensively, and is somewhat less common in Turmish and Chondath. It normally has two masts and square sails; no oars are used. The normal crew is from 30 to 40 men.   Coaster Cost: 5,000 gp   Base Movement: 3 Emergency Move: 4   Crew: 12/40   Armor Rating: 9   Seaworthiness: 50%   Saving Throw: Thick wood   Power Type: Sail   Cargo Tonnage: 100 tons   Keel Length: 60 feet   Beam Length: 20 feet   Standard Armament: 1 large weapon   Ram: Not allowed   Also called a round ship, this is a small merchant ship that hugs the coast. This sailing ship is fitted with two masts and triangular sails, with the rudder hanging from one side. Normally there is only a small sterncastle. A coaster is slow and not tremendously seaworthy, but it can carry large amounts of cargo with a smaller crew than a galley’s.   Coasters are common in Turmish, Chondath, Chessenta, and Aglarond.   Cog Cost: 10,000 gp   Base Movement: 3 Emergency Move: 4 Crew: 10/25   Armor Rating: 9 Seaworthiness: 65%   Saving Throw: Thick wood   Power Type: Sail   Cargo Tonnage: 180 tons   Keel Length: 85 feet   Beam Length: 20 feet   Standard Armament: 1 large weapon   Ram: None   The cog is a larger, improved version of the coaster, able to make ventures into the open sea. Like the coaster, it is a sailing ship with two masts, but the cog employs square sails. There is normally one deck and fore- and sterncastles.   Currach   Cost: 500 gp   Base Movement: 2/3 Emergency Move: 3/10   Crew: 2/4/10   Armor Rating: 10   Seaworthiness: 55% Saving Throw: Leather   Power Type: Sail and Oars   Cargo Tonnage: 5 tons   Keel Length: 20 feet   Beam Length: 8 feet   Standard Armament: None   Ram: Not allowed   The currach is an early, primitive vessel made from thick hides stretched over a wood and wicker frame. It is used by the people of Aglarond and Turmish for local fishing.   Drakkar Cost: 25,000 gp   Base Movement: 2/4   Emergency Move: 3/12   Crew: 20/60/250   Armor Rating: 7   Seaworthiness: 50%   Saving Throw: Thick wood   Power Type: Sail and oars   Cargo Tonnage: 40 tons   Keel Length: 100 feet   Beam Length: 20 feet   Standard Armament: 1 large weapon   Ram: None   The largest of the Northmen’s longships is known as a drakkar or dragonship. Although a single mast can be raised, oars provide the main source of power. The minimal crew rows, while the remainder are carried for boarding and raiding.   Due to its great size, the drakkar is not very seaworthy. This combined with the fact that there is no space on board for many supplies (certainly not enough for 240 men) or sleeping quarters keep the drakkar close to the coast where it can put in for the night. Because of its cost and limited use, the drakkar is not a common vessel on the Inner Sea.   Dromond Cost: 15,000 gp Base Movement: 2/9 Emergency Move: 3/12 Crew: 200/400 Armor Rating: 9 Seaworthiness: 40% Saving Throw: Thin wood Power Type: Sail and Oars Cargo Tonnage: 90 tons Keel Length: 175 feet Beam Length: 15 feet Standard Armament: 3 large weapons Ram: Allowed This ship is the largest of the Chessentan galleys. Although it boasts one or two masts and triangular sails, the main power comes from the 100 oars, 50 to a side. These oars are divided into an upper and lower bank, with one man per oar on the lower bank, and three men per oar on the upper bank. A dromond can be used for both shipping and war. (The above configuration is the war configuration.) As a warship, a ram projects from the front just above the water line. Castles are built fore, aft, and amidships as firing platforms. The cargo space is occupied by marines. With such numbers of men, it is a very dangerous ship to attack. A dromond is not a seaworthy craft, however, and usually sails in sight of shore. They beach at night like all galleys, since supplies and sleeping accommodations are limited. Dromonds are commonly from Mulhorand or Chessenta; both these nations have a long tradition of sea-battles with these mighty galleys. Galleon Cost: 50,000 gp Base Movement: 3 Emergency Move: 6 84 • Chapter 6 Armor Rating: 7 Seaworthiness: 75% Saving Throw: Thick wood Power Type: Sail Cargo Tonnage: 500 tons Keel Length: 130 feet Beam Length: 30 feet Standard Armament: 3 large weapons Ram: Not allowed The galleon is the largest and most advanced sailing ship on the Inner Sea. It is a sail-driven ship with three masts. There are normally three through decks (running the length of the ship), while the castles fore and aft have two decks. Galleons are most frequently used in Cormyr, Sembia, and Impiltur. However, they are not common even there. Great Galley Cost: 30,000 gp Base Movement: 3/6 Emergency Move: 4/11 Crew: 40/140/200 Armor Rating: 7 Seaworthiness: 45% Saving Throw: Thick wood Power Type: Sail and Oars Cargo Tonnage: 150 tons Keel Length: 130 feet Beam Length: 20 feet Standard Armament: 3 large weapons Ram: Allowed The great galley is an improved version of the dromond. It is slightly smaller than the dromond, and its main power comes from its 140 rowers and its three masts; this combination gives it better speed and handling. When outfitted as a warship, the front end is built as a ram and marines are carried instead of cargo. Like all galleys, the great galley is a coastal vessel, rarely venturing into open water. This ship, like the dromond, is most common among the southern lands of Mulhorand and Chessenta. Knarr Cost: 3,000 gp Base Movement: 4/2 Emergency Move: 5/12 Crew: 8/14 Armor Rating: 9 Seaworthiness: 65% Saving Throw: Thin wood Power Type: Sail and oars Cargo Tonnage: 40 tons Keel Length: 60 feet Beam Length: 15 feet Standard Armament: None Ram: Not allowed   The knarr is a small cargo ship which is used in the northlands. It has a single mast and a square sail. In times of poor wind, a few oars at the bow and stem can provide more power. The ship is relatively seaworthy, and can be used to make long (if not comfortable) sea voyages. Its flat bottom makes it useful for sailing up rivers and estuaries, and it can be beached easily.   Longship   Cost: 10,000 gp   Base Movement: 5/2 Emergency Move: 6/13   Crew: 40/200   Armor Rating: 8   Seaworthiness: 60%   Saving Throw: Thin wood   Power Type: Sail and Oars Cargo Tonnage: 50 tons   Keel Length: 75 feet   Beam Length: 15 feet   Standard Armament: 1 large weapon   Ram: Allowed   This is the standard Northmen’s warship. It is more substantial than the knarr but not nearly as massive as the drakkar. A typical longship has 20 oars per side, each worked by a single man. There is also a single mast and square sail. A longship is fairly seaworthy and can sail across the open sea when necessary.  
     

    Ship Improvements

      Armaments   Ship weapons are the descendants of siege machinery. In addition to the wide variety of personal weapons and magical abilities, there is a collection of catapults, ballistas, trebuchets, and scorpions available to ship captains, as well as a variety of rams.   All of the standard ships are capable of carrying a base number of large weapons. The weapons themselves are not included in the cost of the ship—these are merely places where the owner can install weapons without eating up living or cargo space. For each weapon added beyond that, some cargo space must be sacrificed. Some weapons count as two or three for this purpose, and these are noted accordingly.   A ship can have only one ram. It must be bought and installed. (Ships with the “Not allowed” entry under “Ram” cannot have them attached under any conditions.)   Damage for each of the weapons is listed in terms of hit points. The rate of fire (in number of shots per round) assumes a full crew manning the weapon. A “1/2” rating means that the weapon fires one shot every two rounds. For every man less than the required minimum manning a weapon, reduce the rate of fire to the next slower level. For example, a medium catapult with a crew of three and a rate of fire of 1/2 would have a rate of fire of 1/3 with a two-man crew and 1/4 with a single crewman trying to operate the weapon. A weapon cannot fire without at least one crew member.   Catapults: Catapults are large stonethrowing devices operated by springs and cranks.   Catapults are fixed in position once mounted and can fire in only one direction.   Catapults can be loaded with stone shot instead of large rocks. Stone shot is most effective as an antipersonnel weapon and will not affect a ship. It inflicts the listed damage on every target within a 10-foot radius of the spot where it hits (make a separate attack roll against each target in the area).   Light Catapult   Cost: 500 gp   Range: 15/30 Damage: 2d10 hit points   Crew: 1   Rate of Fire: 1/2   THAC0: 16 Critical hit on 20   Medium Catapult Cost: 700 gp   Range: 18/30   Damage: 3d10 hit points   Crew: 3   Rate of Fire: 1/2   THAC0: 17 Critical hit on 19 or 20   Heavy Catapult Cost: 1,000 gp Range: 18/36 Damage: 3d10 hit points Crew: 5 Rate of Fire: 1/3 THAC0: 18   Critical hit on 18, 19, or 20 Counts as two large weapons for installation   Ballistae: Ballistae include all devices which throw large bolts, javelins, and spears with greater force than possible by human (or inhuman) strength. Most are built along the lines of the crossbow, and are mounted on pivots on the ship’s deck to fire at any targets.   Light Ballista Cost: 400 gp Range: 1/27 Damage: 2d6 hit points Crew: 1 Rate of Fire: 1/2 THAC0: 16 No chance for a critical hit Medium Ballista Cost: 600 gp Range: 3/30 Damage: 3d6 hit points Crew: 2 Rate of Fire: 1/3 THAC0: 14 Critical hit on 20 Heavy Ballista Cost: 800 gp Range: 6/36 Damage: 3d10 hit points Crew: 4 Rate of Fire: 1/4 THAC0: 12 Critical hit on 19 or 20 Rams The effects of ramming are covered in combat. They depend on the relative sizes of the ship doing the ramming and its target.   Ram   Cost: 10 gp per cargo ton of ship   A ram is a long, sharp prow used to break open and break apart an enemy ship. This type of attack is likely to sink the attacked ship, as the ram is usually mounted near the waterline. An attack with a ram can sometimes result in the two ships being locked together.   Fire Projectors: These devices shoot a thin stream of flaming, explosive liquid.   Though they can be devastating in combat, they are not popular because of the chance of the liquid catching fire or detonating on the launched ship. Only the galleys of Mulhorand make extensive use of these devices.   Projectors affect the target and all other targets within a 5-foot radius. A successful save against Breath Weapon halves the damage.   Ships carrying fire projectors are more vulnerable to critical hits, and ships attacking them add +1 to their die roll to determine whether a critical hit occurs. For example, a medium catapult causes a critical hit with a modified attack of 19 or 20. Against a ship carrying a fire projector, a medium catapult causes a critical hit with a roll of 18, 19 or 20.   Fire Projectors: Cost: 1,000 gp Range: 18/40 Damage: 3d 10 hit points + Fire Crew: 3 Rate of Fire: 1/4 THAC0: 16 Critical hit on 18, 19 or 20   Defensive Improvements   Castles   Cost: medium 500 gp, large 1,000 gp per cargo ton   A common sight on many warships are armored castles or towers. These provide protection for marines, platforms for archers to fire down onto enemy vessels, and ramps for boarding. Most are fitted with crenelations and arrow slits.   One castle can be fitted for every 50 feet of keel length on the ship, typically allowing only one or two. A single castle will be mounted amidships; if there are two, they are at bow and stem. A small castle is 10 feet tall and provides protection for ten men and a firing platform for five archers. A large castle is 15 to 20 feet tall and provides protection for twenty men, plus a firing platform for ten archers. The protected men may use a drop-away gangplank, fitted with hooks to hold the enemy ship, in a boarding action.   All ship’s hulls come with a standard Armor Rating (AR), determined by the ship’s shape and construction. A hull’s armor rating can be improved by increasing either the thickness of the hull or by plating the hull with other materials (usually metal). The options and costs are:   Increased Thickness   Cost: 10 gp per cargo ton of ship   Increasing the thickness of the hull improves the ship’s AR by 1 (from 7 to 6, for example). However, this thickening also reduces available cargo space by 20 percent. A ship can have its hull thickness increased only once.   Plating   Cost: 30 gp per cargo ton of ship   Also called barding, plating a ship consists of covering it in metal plates or scales. This improves the AR of the ship by 1 (from 3 to 2, for example) but downgrades the speed of the ship by one third.   Further, it is obvious to anyone looking at it that the ship is plated. Plating can only be performed once on any given ship. A plated ship still uses its original saving throw type (thick wood or thin wood).   Netting   Cost: 3 gp per 10 cargo tons of ship   Ships with large, open decks are often covered with thick, twisted ropes bound into a net. These nets serve to partially protect the crew from catapult fire and boarding from other ships. Attacks coming from above must destroy the nets first before hitting crew members.   Ships with netting gain a +2 on saving throws for their crews against missile weapons or magical which creates solid objects. In addition, the presence of netting allows those personnel hit by catapult stones a saving throw against death magical to avoid the effect of being hit by such weapons.   The netting is destroyed once it is hit by a heavy catapult shot, or two medium catapult shots. Fire projectors destroy the netting in two rounds. Light catapults and ballistas cause no damage to netting.   In a boarding action, boarders must cut through the netting before they can attack the enemy crew. Netting can be cut the same as grappling lines; it has five hit points and AC 10. Defenders under the netting can attack boarders above the netting if the defenders are armed with piercing (P) type weapons.   Speed Improvements   Rigging   Cost: 10 gp per cargo ton   A ship owner can add to the existing sails and oars (rigging) to improve his ship’s speed and handling. A ship with this additional maneuvering equipment is “topped out” and requires additional manpower and cost.   Rigging the ship beyond its standard results in an increase in the ship’s speed, by+3 (a speed of 15 becomes 18, 12 becomes 15).   Additional rigging also means there is more for the crew to do. The minimum crew required to operate the ship increases by half (50%). If it normally takes 10 crewmen to operate the ship, when the ship’s rigging is increased, it requires a crew of 15. Rigging can be added only once per ship. It can be used to offset the effect of plating.   Stripping   Cost: 10 gp per cargo ton   Removing nonessential weight can increase the speed of a ship by +3 (see “Rigging,” above). This results in dropping the armor rating by 2 points (from 4 to 6, for example). A ship is considered to have the same cargo tonnage despite the loss, and the missing pieces are not obvious to the casual observer.  
     

    MAKING A JOURNEY

      In a setting which revolves vehicles, traveling from place to place is a key part of the game. No one buys a ship to let it sit in the harbor! These journeys are exciting and often as fruitful as the goal itself. It is between locations that the joys and discoveries of a naval campaign come to life.  

    STARTING

      At the onset of a journey, a destination, however tentative, must be decided A location on a map, following a series of directions, a known location, or a basic direction are all acceptable.   Making Ready a ship takes 10 Minutes, decreased by 1 minute for every person proficient in water vehicles involved Making ready involves untethering from the dock, prepping lines and sails, organizing crew, etc. Remember, a ship must have above its Skeleton Crew to make a journey without risking exhaustion.  

    TRAVEL

      Based off the Darker Dungeons Homebrew, traveling on ships is based around Travel Roles- the responsibilities each Officer has available to take on. It is recommended to see the source for any questions regarding traveling.   At the beginning of the adventuring day, you may choose to fulfill one of the roles granted by your officer positions, assist another in their role (granting a +1 to their rolls) or neither. Fulfilling a role is an all day commitment.   As a group, you must also decide on the pace of travel - the speeds of each class of ship are given in the Travel Sneed Section.   Your Officer Position defines what roles are available to you. You may elect to change one of your officer positions to gain a certain role. This can be done easily out of combat. Be wary though - once initiative is called if you want to switch back, it will require an action to do so.   When fulfilling a role, consider it the equivalent of traveling over land - you can’t participate in downtime activities while actively scouting for danger. Over the day, rolls are made by the DM to discover if anything happens- and what that thing may be.   You may not rest while fulfilling a traveling role. It is not required for every party member to take a role, but to make a journey at all you must have a Pilot. If you do not take a role, you may spend the day as you please- downtime activities, resting, etc.- but know that others may not look kindly at too many days off.   Many of the roles echo the originals outlined in the source material, with some additions due to the necessities of life on the high sea. For more information on how to use this traveling mechanic, please reference the Darker Dungeons PDF r / darkerdungeons5e

    NIGHT SHIFT

    While ships traditionally do not travel during the night, the ship still requires at least one person to keep her steady. For each portion of watch, a pilot check is made to keep the ship under control on top of a traditional perception check
    The ship makes very little progress over night, as sails are generally up. If the crew wishes to travel through the night, a number equal to skeleton crew will need to have not worked or fought over the day and will not be able to participate in anything until a potential night shift comes again. Navigation checks are made with disadvantage at night.

    ARRIVAL

    Upon reaching the destination, there are several options on how to proceed If the water is deep enough, the ship can be pulled right to land Should there be a dock, the ship could be tied there. If the water is too shallow, or the area unsavory, boats can be taken ashore. When this second option is taken, the ship generally sits around 600 ft. from shore, and one or more capable crew are left aboard to look after it.  Captain Hook Mode: Officer Positions and their travel roles do not have to be linked. Instead, players are allowed to choose from any of the roles to fulfill throughout the day. These work exactly the same, and this style is closer to the original source.

    CUSTOMIZATION SHIP ENHANCEMENTS

    The following section offers customizable options for ships and cannons. Both can have as many upgrades / enhancements as can be afforded but some upgrades cannot be added to the same unit. Build Time is 1 day for every 2000- gold value.

    ARCANIST’S SHIELD

    Price: 500 gp Characteristics: Defense: A large wooden shield with an open window. Offers 3/4 cover. Disadvantage on assess and perception checks when in use. Can be built on deck or crow’s nest. If installed on a crows nest, pick a side of the ship. It is always in effect toward that side. Further Upgrades Iron: +100 gp, Fire Resistant +100 gp, Full Hut: +1000gp, Hinged: +40 gp

    Bow/STEEN GANNON PORTS

    Price: 2,500gp ea., plus price of cannons Characteristics: Adds port holes for 2 siege weapons facing fore or aft. Can only fit Light Cannons, Carronades or Ballista. Acts as an additional "side" of the ship. See "Cannon Aim" for more detailed information. Further Upgrades: DaveyJones’s Triplets: Replaces Light cannons with 3-barral cannons. Triplets only available in Bow. Use Light cannon stats, but ldlO damage and Loading  

    CROW’S NEST

      Price: 500g   Restriction: Only up to # of masts   Characteristics: High Ground: Ranged spell and weapon attacks from the crow’s nest have increased range equal to 1/2 their original range (100 ft —> 150 ft)   While in the Crows nest, when you succeed on an ’Assess" action, you may grant the benefit to another person.   Further Upgrades: Fireproof (250gp): Nonflammable, Metal (500 gp), Feather Fall (1000 gp): Once per day, a person in the crow’s nest may use a reaction to receive the benefits of Feather Fall until they stop falling.  

    DAVIT

      Price: 500 gp   Characteristics: Cranes by which to suspend Lifeboats on a ship- each Davit can hold 1 boat which can be quickly deployed as an object interaction. Davits/Boats do not provide cover or take space on a battle map.   Further Upgrades: Longboat Ready (+200g): The Davit is extended, long enough to house a longboat.   Stacked (+350g): Davits are double tall, so that each may hold 2 boats.  

    FIGUREHEAD

      Price: 500-2000gp   Characteristics: Aesthetics   Further Upgrades: Can be enchanted, combined with spotlights, or combined with a ram.  

    FIREPROOFING

      Prices:   Deck: 2000 gp   Hull: 2000 gp   Masts: 1,500 gp   Characteristics: A fireproofed surface is considered “Nonflammable” for the sake of catching on fire. Fireproofing does not make the surface resistant to fire damage.   Further Upgrades: May add fire resistance   GLASS FLOOR   Price: 1000gp   Characteristics: Aesthetic/Exploration: You may see into the ocean below. Damage threshold =10, the AC is equal to the ships minus 4.   Further Upgrades: Add a Hatch.   IRONSIDES   Price: 100,000gp   Characteristics: +2 AC, Resist B/P/S from Nonmagical Weapons, Fire resistance and Inflammable. -1 speed, +1 round at 1/2 speed to stop. +6 Damage Threshold, and denies other ships the bonus of "Raking Fire". Not compatible with Live Oak or Reinforced Walls. It takes much longer to complete the upgrade than average, and is likely unavailable from most docks. It may require additional research and resources to be gathered   LIVE OAK HULL   Prices:   Bow. 2000gp x Ship Size (Unranked=l, 2nd = 2 lst = 3)   Stem: 2000gp x Ship Size   Port Side: 2500 gp x Ship Size   Starboard Side: 2500 gp x Ship Size.   Characteristics: Making the hull out of solid pieces of trees as opposed to cut pieces. +1 AC and +4 damage threshold from attacks to that location. Enhancing the Bow or Stem denies other ships the "Raking Fire" damage bonus from the respective direction. It takes longer to complete this upgrade than average.   Further Upgrades: May be purchased an additional time in each location for the original price x 2, adding an additional +1 AC and +2 to damage threshold   OAKS   Price: 200 gp for a Ml set   Characteristics: While used by a number of people equal to the skeleton crew of the ship, add 1 speed while in use or 2 to the travel speed if used all day. Each person may work an oar for 6 hours before requiring a Long Rest (or Short Rest but gain a level of exhaustion) before the same individual works again. No cannons are available while in use.   Further Upgrades: Oar-Ports (1,000 gp). Cannons may be fired while oars are in use   RAM   Price: 2000gp   Characteristics: Improved Ram: Increase the damage from the Ramming Action to 2dl2 per hex traveled, and the ramming ship takes only 1/4 damage back.   Further Upgrades: Reinforced Hull (+2000gp): Take no damage back when you use the ram action.   Hooked Ram (+1,500gp): When the boarding action is taken, the conditions of moving the same direction and being side by side can be ignored if the pilot uses their action that turn to ram the target ship (The mechanics of ramming, including the movement needed and damage dealt by the action, are unchanged) Upon ramming, the hooks engage, giving a +5 boarding bonus. This upgrade may be combined with a gangplank, to allow passage over the hull   REAR-LOADING GANNONS   Price: 2000gp (Whole ship)   Characteristics: Increases Broadside recharge range by 1 (to recharge 4-6)   REINFORCED WALLS   Price: 2000gpX Ship Size (Unranked=l, 2nd=2 lst=3)   Characteristics: +50 Ship HR This can be taken multible times, up to 3.   ROTATING TURRET   Price: 1,000gp ea.   Characteristics: Swivel: A siege weapon mounted on a rotating turret can fire at targets on either side, as well as ahead of the ship. Uses a Davit Slot.   SAIL-DROP   Price: 2000gp   Characteristics: Adds the capability to drop all the sails as an action (Pilot or Captain/First mate/Quartermaster) - Gain double speed for one round but take 50% of your total rigging HP as damage afterwards.   SHIP HAUL   Price: 100 gp each   Characteristics: Attach hooks to either the bow or stem of the ship in order to haul / be hauled Each hook can hold / pull up to a Large sized creature or object. For each size larger, an addition hook is needed   SHIP IN A BOTTLE   Price: Varying. 700 gp for a lifeboat   Characteristics: Free: Upon breaking or unstopping the bottle, the ship rapidly grows to fill its normal space, following rules the same as an Instant Fortress. One Use.   SPIKES   Price: 3000gp   Characteristics: Defensive: Doubles damage to ships which ram it. Failing boarding risks taking more damage, and standard gangplanks may not work   SPOTLIGHTS   Price: 300 gp ea.   Characteristics: Light: By placing a torch in these mirrored lanterns, light is focused off deck. Each lantern can illuminate off one side of the ship (4 needed for complete coverage) Using a Spotlight eliminates darkness penalties for anything on that side but offers the same benefit to other ships.   Further Upgrades: Magic (+200g): Imbued with the “Light” spell, these lanterns do not require a torch and spring up at a codeword These are too heavy to be removed from railings and carried   THICK WALLS   Price: 2000gpX Ship Size (Unranked=l, 2nd=2 lst=3)   Characteristics: 25% of damage deal to the ship is considered for casualties (Down from 50%)   THE WHEEL   IMPROVED MECHANISM   Price: 1000gp   Characteristics: +1 to Pilot checks   Further Upgrades: Fine-Tuned (1500g) +2 to Pilot checks. Requires Improved Mechanism.   ONE-HANDED WHEEL   Price: 2000gp   Characteristics: Pilot checks are no longer made at disadvantage if preforming an action on the same time (Only applicable to Dex-based checks)   WEIGHTED MECHANISMS   Price: 200 gp   Characteristics: Pilot checks over watch are made at advantage   Further Upgrades: Arcane Locked (1 OOOg) Nighttime Pilot checks have a 7 5% chance of succeeding even if no one takes them.   FREE SPINNING   Price: 500 gp   Characteristics: Gain advantage on Pilot Checks to take the About Face action.  

    SIEGE WEAPON UPGRADES

      Prices are all for the upgrade specifically- they do not include the weapon they are being applied to.   EASE- OF-ACCESS   Price: 500 gp   Available Weapons: L, M, H Cannons   Characteristics: Requires 1 less person to man “efficiently”   FAIL-SWITCH   Price: 50 gp Available Weapons All   Characteristics: An easy trigger to instantly reduce the weapon to Ohp   HARDY   Price: 100 gp Available Weapons All   Characteristics: Raise HP by 20, Disadvantage on checks to disable   PRECISION   Price: 800 gp each time, extra lk each time past the first (compounding} Culverin Costs x2.   Available Weapons All   Characteristics: +1, +2 and +3 to hit each time taken, respectively. Must take previous bonus before a higher one. So the price of "+2" is the price of "+1 and +2", or 2600 gp, and you must have already had +1)   RIFLING   Price: 600 gp   Available Weapons Ca, S and M Cannons Characteristics: Increases normal range by 50, and maximum by 25.   SHOCK ABSORBERS   Price: 3,000gp   Available Weapons All- Whole side only Characteristics: The cannons are seated in springs- Decreases DC of pilot roll due to broadsides by 2 and the other side avoids disadvantage on attacks.   HUMAN CANNONBALL   Price: 750 gp   Available Weapons H Cannon Characteristics: Widens the Barrel Can no longer fire normal shots. Range becomes 30ft. Deals 3dl0 fire damage to the "ammunition"   BRONZE CANNONS   Price: 1,000gp   Available Weapons All Cannons Characteristics: A prestigious symbol      

    Виды кораблей

     

    Для плавания в прибрежных водах

      canoe - 0.5x10x5, 30 gp, 3 days   cargo ship - 4 x 70 x 25, 12000 gp, 3 months   curragh - 1 x 20 x 5, 60 gp, 1 week   dromond - 4 x 175 x 15, 20000 gp, 4 months   fishing boat - 1 x 30 x 6, 350 gp, 3 weeks   galley - , 30000 gp, 4 mph   great galley - 4,5 x 130 x 20, 25000 gp   drakkar - 2x100x15, 25000 gp, 2 months   knarr - 2x75x15, 6000 gp,1 month   pentekonter - 2x60x15, 20000 gp, 3 months   skiff - 1x16x5, 100 gp, 1 week   trireme - 3x135x15, 20000 gp, 4 months   rowboat -, , 50 gp,   Sailing ship 10,000 gp 2 mph   Warship 25,000 gp 2 1/2 mph  

    Для плавания в открытом море

      caravel - 5 x 70 x 20, 30000 gp, 5 months   cog - 4,5 x 90 x 20, 20000 gp, 4 months   longship - 2 x 75 x 15, 15000 gp, 1 month, 10000 gp,   outrigger - 0,5 x 30 x 16, 75 gp, 1 week   sohar - 4 x 90 x 25, 17000 gp, 4 months   manta - 10x200x75, 5000 gp, 2 weeks  

    Для плавания во внутренних водах

      barge - 5 x 20 x 10, 500 gp, 1 week   keelboat - 1 x 20 x 6, 250 gp, 2 weeks, 3000 gp, 1 mph   raft - 5 x 10 x 10, 50 gp, 1 week  

    Описания видов кораблей

     

    Cog

      The basic medieval-era sailing ship (essentially, an improved Round Ship)   Single-masted sailing ship with a round, sturdy hull.   Has a partial deck (the waist of the ship is not decked over, but the ends are) and raised bow and stern platforms that are open, as opposed to being enclosed like a true forecastle or sterncastle.   It is seaworthy, but not very handy in adverse winds.   Range from seventy-five to ninety feet in length and are twenty feet wide.   These vessels can carry 150 tons of cargo and a crew of twenty.   More advanced vessels such as Caravels and the Turmish Sohars are becoming less rare on the Inner Sea.   Regions: Cormyr, Sembia, Impiltur, Vast, Aglarond.   Carrack   Fitted with a towering forecastle and sterncastle, this huge, broad-beamed sailing ship is almost a seagoing castle.   Has four masts and is not remotely nimble, but it is large and sturdy and can carry hundreds of sailors and soldiers.   Has multiple decks, and the mainmast often has one or more fighting tops, small platforms suitable for archers to fire down at other ships.   Sometimes referred to as “Greatships”   Sohar  

    Caravel

      http://cdn.obsidianportal.com/assets/213370/strumpet.png   The caravel is a seaworthy, nimble ship that can handle long ocean crossings.   Usually have small forecastle and sterncastles, and three masts.   A caravel is a smooth-hulled, full-decked vessel built on a strong internal frame.   Relatively advanced design, and not every seafaring people have the skills and knowledge to build one.   Regions: Cormyr, Sembia.   Strumpet   1. Quarterdeck: The quarterdeck is a raised, open deck at the stern. The ship’s wheel is here, along with a small davit for a ship’s boat.   2. Foc’s’le Deck: This is a raised, open deck atop the forecastle. The caravel typically mounts a ballista here; the weapon can’t fire straight ahead because of the foremast. On the starboard side is the hawsepipe and tackle for the ship’s anchor.   3. Master’s Cabin: The largest and most comfortable cabin on the ship is still quite cramped by most standards. Reserved for the ship’s captain.   4. Wardroom: The captain, officers, and passengers take their meals here. This room also serves as a drawing room or parlor for the officers and passengers.   5. Main Deck: This open deck features a catapult and two large companionways that descend to the lower deck. The catapult can only be fired to the broadside; it can’t train forward or aft (a typical problem with large weapons mounted on small, cluttered ships). The companionways serve as both stairways (ladders, in nautical parlance) and cargo hatches. Chicken coops and pens for goats, lambs, or other small livestock often take up any available space left on the deck.   6. Forecastle: Most of the ship’s crew sleeps here, although in good weather many crewmembers prefer to sleep on the open decks. The forecastle holds a dozen cramped bunks.   7. Galley: The ship’s galley is in the forward part of the lower deck. It has a small stove and shelving for all kinds of foodstuffs. The ship’s mess steward and assistant sleep here.   8. Chain Locker: The ship’s anchor chain is stored here. It passes through the hawsepipe in the forecastle up to the foc’s’le deck.   9. Lower Deck: This space serves as the first of the caravel’s cargo holds, as well as the crew’s mess deck. Crewmembers take their meals sitting on whatever cargo is convenient. If the ship is heavily laden, this deck might be covered to within a foot of the overhead, leaving only a single fore-and-aft passage between the crates, casks, and bundles.   10. Officer’s Cabins: Though the picture does not show this, there are actually four of these tiny cabins which serve as the private rooms of the ship’s officers. Paying passengers usually bump an officer from his or her cabin to the forecastle.   11. Ship’s Office: All the ship’s paperwork is kept here, including cargo manifests, pay records, and the ship’s paychest (usually in a sturdy, locked chest).   12. Sail Locker: Spare sails, canvas, and sewing gear is stored here, as well as plenty of lines, hawsers, firewood, and heavy tools.   13. Lower Hold: Most of the ship’s cargo is stowed here, as well as provisions (including as many casks of fresh water as will fit). Beneath this lower hold lies a small crawlspace where heavy ballast stones help to stabilize the ship.   War Canoe   The war canoe is a large, seagoing canoe, often with one or two outriggers for stability.   It has a small stepped mast for sailing on open water.   Trireme   The average galley is a single-masted bireme or trireme.   While it is quick and nimble in fair weather, it is not very seaworthy and liable to founder in high seas or bad weather.   The galley is partially decked, usually with a walk that runs the length of the ship above and between the rowers’ benches.   The rowers are not covered by the deck or the walk.   Theurgeme   The theurgeme is a vessel powered by magic.   Without sails or rowers it moves swiftly and tirelessly across the water.   Theurgemes can be powered in a variety of ways, but the most common design is a simple paddlewheel or set of mechanical oars turned or driven by a magical construct, mindless undead, or even a bound elemental.   Many theurgemes are luxuriously appointed with comfortable cabins and exotic décor, as befits the wealthy wizards who most likely own such vessels.   Cargo ship or Round Ship   Cargo ships, also called round ships, hug the coastlines with their cargoes of trade goods.   These vessels are sixty to seventy feet long, twenty-five feet wide, and have two masts that carry triangular sails.   Cargo ships are not fast, but they can carry up to 100 tons of cargo and a crew of twenty to thirty men.   Pinnace   The pinnace is a small, two-masted sailing vessel.   It’s sturdy enough to undertake long open-water voyages and handy enough to use close to shore.   A pinnace is fully decked, but its sterncastle is hardly worthy of the name; it’s little more than a cramped cabin.   Longship   The longship is a sturdy vessel with a single mast.   It does not have a deck, although some longships are built with small walks or platforms at the stern and bow.   The shallow draft of a longship allows it to enter rivers or land on beaches that other vessels couldn’t manage.   Launch   Also known as a whaleboat, the launch is a large, open dinghy with a stout, round-bottomed hull that can stand up to surprisingly rough seas.   Launches are often carried by larger ships for use in landing in places where the larger ship can’t go.   A launch is too small to have different hull sections, and therefore only has an overall AC and a single hp total for the hull.   Keelboat   Flat-bottomed boat is built for use on rivers and lakes.   Fully decked, with a large deckhouse that takes up most of the boat’s center or stern depending on the design.   Has a small sail and eight oars for traveling upstream.  

    Junk

      Large sailing ship often found in eastern waters.   Has a flat bottom, no keel, and a high stern, with two masts and a sail reinforced with bamboo ribs.   The hull is partitioned into a number of small, watertight compartments, which makes it unusually seaworthy.  

    Galley

      Also known as the quinquireme, or great galley.   The largest oared vessel normally built.   Fully decked, with a complicated arrangement of oars in multiple banks.   Great galleys are usually warships, vessels whose primary purpose is service in a fleet.  

    Dromond

      Medium-sized galley that is fast, nimble, and eminently suitable for warfare.   It has two masts and sails better than it rows with any kind of favorable wind.   It is fully decked, and the rowers are covered from attack.   The dromond usually has a small deckhouse or fighting platform at the stern.   The dromond is the most advanced galley design, and not many seafaring folk have the expertise and skills to build a dromond.   Regions: Thay, Mulhorand, Unther, Chessenta.  

    Морские вторичные навыки

     

    Cartographer's Tools

      Using cartographer's tools, you can create accurate maps to make travel easier for yourself and those who come after you. These maps can range from large-scale depictions of mountain ranges to diagrams that show the layout of a dungeon level.   Components. Cartographer's tools consist of a quill, ink, parchment, a pair of compasses, calipers, and a ruler.   Arcana, History, Religion.. You can use your knowledge of maps and locations to unearth more detailed information when you use these skills. For instance, you might spot hidden messages in a map, identify when the map was made to determine if geographical features have changed since then, and so forth.   Nature. Your familiarity with physical geography makes it easier for you to answer questions or solve issues relating to the terrain around you.   Survival. Your understanding of geography makes it easier to find paths to civilization, to predict areas where villages or towns might be found, and to avoid becoming lost. You have studied so many maps that common patterns, such as how trade routes evolve and where settlements arise in relation to geographic locations, are familiar to you.   Craft a Map. While traveling, you can draw a map as you go in addition to engaging in other activity.  

    Cartographer's Tools

      Activity DC   Determine a map's age and origin 10   Estimate direction and distance to a landmark 15   Discern that a map is fake 15   Fill in a missing part of a map 20  

    Water Vehicles

      Proficiency with land vehicles covers a wide range of options, from chariots and howdahs to wagons and carts. Proficiency with water vehicles covers anything that navigates waterways. Proficiency with vehicles grants the knowledge needed to handle vehicles of that type, along with knowledge of how to repair and maintain them.   In addition, a character proficient with water vehicles is knowledgeable about anything a professional sailor would be familiar with, such as information about the sea and islands, tying knots, and assessing weather and sea conditions.   Arcana. When you study a magic vehicle, this tool proficiency aids you in uncovering lore or determining how the vehicle operates.   Investigation, Perception. When you inspect a vehicle for clues or hidden information, your proficiency aids you in noticing things that others might miss.   Vehicle Handling. When piloting a vehicle, you can apply your proficiency bonus to the vehicle's AC and saving throws.   Vehicles   Activity DC   Navigate rough terrain or waters 10   Assess a vehicle's condition 15   Take a tight corner at high speed 20  

    Navigator's Tools

      Proficiency with navigator's tools helps you determine a true course based on observing the stars. It also grants you insight into charts and maps while developing your sense of direction.   Components. Navigator's tools include a sextant, a compass, calipers, a ruler, parchment, ink, and a quill.   Survival. Knowledge of navigator's tools helps you avoid becoming lost and also grants you insight into the most likely location for roads and settlements.   Sighting. By taking careful measurements, you can determine your position on a nautical chart and the time of day.   Navigator's Tools   Activity DC   Plot a course 10   Discover your position on a nautical chart 15      

    CHARACTER OPTIONS

      BACKGROUNDS: EXPANDED SAILOR   The following backgrounds can be added to the normal selection. It is recommended to add these, as they provide skills and abilities that fit a setting the core books do not consider. For example, The RAW Sailor Background (most fitting for a sea faring campaign) wastes its feature if you own a ship. These options look to fill in the gaps left by land centric player options and compliment other aspects of this guide.   All Sailor backgrounds gain the additional feature Sea Legs.   FEATURE: SEA LEGS   Gain advantage on Dexterity checks and saving throws which are due to the ship's motion.   SAILOR: CORSAIR   Not all sailors are in it for travel, or for the romance. Some are in it for money and to better their lot in life. Others are in it for power and privilege. Either way, having a strong background can help you make your way on the high seas.   Skill Proficiencies: Athletics, Perception Tbol Proficiencies: Vehicles (water)   Weapon Proficiency: Firearms   Equipment: A belaying pin, 50 feet of silk rope, a lucky charm, a set of common clothes, and a belt pouch containing 12 gp.   FEATURE: JOLLY ROGER   You spent time sailing under an influential symbol or a well known name, and can be associated with a meaningful insignia, for good or for evil Your association with this symbol or name grants you advantage on intimidation checks if your target recognizes it.   SAILOR: SHIP'S SURGEON   No one wants scurvy, or to find themselves injured several weeks from shore. The most delicate instrument most of the crew has handled is a butcher’s knife. A ship's surgeon is the backbone of the ship- a man of the sea and of the cloth. Or of science. Or maybe of desperate necessity. Whichever gets the job done.   Skill Proficiencies: Investigation, Medicine Ibols: Herbalism Kit, Vehicles (water)   Equipment: A Healers Kit, common clothes, a quill and ink, and a belt pouch containing 5 gp   FEATURE: MEDICAL INTERVENTION   On a successful Medicine Check with a Healers Kit on an unconscious target, you may spend 5 uses of your kit to heal the creature for 1 HP. (1/LR)   SAILOR: NAVIGATOR   You have experience navigating ships.   How much of a description do you want?   Skills: Survival, Perception Tools: Navigator's tools, Vehicles (water)   Equipment: Travelers clothes, navigators’ tools, a chart, and a pouch containing 10 gp.   FEATURE: SENSE OF DIRECTION   Even at sea, you always know which way North is. You have an eye for the tides, and can further discern whether the tides favor you and how the wind blows (and whether it is likely to change)  

    SAILOR: EXPLORER

      Over your journeys, you sought out incredible sights and experiences. Or perhaps they sought out you. Your life puts fisherman's tales to shame - and may be just as exaggerated   Skill Proficiencies: Nature, Perception   Tool Proficiencies: Cartographer's tools, Vehicles (water)   Language: One of your choice   Equipment: 50 feet of silk rope, a souvenir of somewhere you have been, a set of common clothes, and a belt pouch containing 5 gp.   FEATURE: DISCOVERY   You have made a journey to a legendary or secret location. (PHB134, limited to a location).  

    COMBAT OVERVIEW

      BEFORE INITIATIVE   1. Determine ship headings and locations   • Encounters generally won’t start if ships are more than 600ft apart (24 hexes)   2. Weather Condition is determined including wave severity and obscurity (night, rain, fog, clear, etc.)   • The Conditions of the sea can affect pilot checks and some actions.   3. Wind Direction   • If a wind direction was previously decided, use that. If not, you can roll it randomly   4. Clarify Officer Positions   • These positions are central to the design of Naval Combat, giving players authority and actions to take during their ship’s turn. Players' officer positions are locked in when initiative is called   • It is discouraged to allow switching at this point due to it requiring an action to do so.   SHIPS ROLL INITIATIVE   5. Add the initiative bonus from the Helmsman   • If you had a Lookout, +1 initiative   6. Every Turn, each Officer may take One Action. No individual turns are taken, instead each officer may take a single action during the ship’s initiative, either a general action or one granted from one of their two officer positions. Players who have the Arcanist / Militant position are an exception and are free to take full turns on the ship’s initiative.   • Officers are free to discuss, plan, and intersperse their actions as they wish. While each officer is responsible for their actions, and have the final say, each action is intended to be a group effort.   7. Besides actions, the ship may use its movement (controlled by the Helmsman) A Pilot Check is made to ensure proper steering.   8. At the end of the turn, Casualties are calculated for any ships that were damaged   9. Then, the next ship in the initiative goes. Turns continue in this manner until an end condition is reached:   • One side surrenders, or a cease fire is called (these only stop combat if they are accepted)   • A ship is Boarded.   • A ship falls below its Effective HP. Battle is paused at this point. Similarly to surrender, the winner may choose to drop combat or continue.   • A ship reaches 0 HP (Sinking1). Naval Combat may continue here, individual initiative rolled, or something else. It depends on the circumstances, and is up to the DM.   Officers and crew do not have physical locations in Naval Combat   Naval Combat takes on a collaborative - discovery style of narrative, where every possible option is always available, and the entire ship acts together as a single unit.   In Standard Combat, your physical location defines what you can do. You must move to a lever in order to pull it. In Naval Combat, it is the other way around Your "location" is defined by the things you do or what happens to you. You take an action, or an action happens to you, and you create an explanation for it.   You do not stay in a "location" that is defined after such an event, but move back to a neutral space until something else happens to you or you act on something. Examples:   • Any officer can assist any other, even if one is a cannoneer and the other is piloting   • Any officer could get hit by any cannonball- no matter where you could have been. If casualties are rolled and you receive damage, then you were in the location a cannonball hit.   • You do not move to a casualty to make a medicine check- by making the check, the casualty is understood to have been next to you or it is assumed you moved to them.   You create a collaborative story from the actions that occur during a turn. Despite not technically being in any location, you can still imagine your character in these places and form a narrative.   The exception to this style of play are the Arcanists / Militants, who follow normal rules. See the section   for more information.   Player 1 (Cannoneer/First Mate): Ok, I'm going to fire the starboard light cannons at the Navy Ship.   Player 2 (Boatswain/Helmsman): Wait, we have 2 movement left this turn. Let me bring us in closer so you can get advantage to hit.   Player 3 (Arcanist/Surgeon): DM, I used my action to recover a casually, but I want to use guidance on Player 2 next round Can I use my movement to make it to the side he was repairing?   DM: You can, but since he's just used his pilot action you'll actually need to go to the Helm. You can make it this turn. As you climb to the top of the deck you see the Navy ship getting quickly larger, as your pilot madly turns the wheel toward it. A thunder of cannons erupts, filling the air with smoke. Roil for the attacks, Player 1.   ASSOCIATED LOCATIONS IN NAVAL COMBAT   Arcanists and Militants retain physical locations in Naval Combat. Associated Locations are where you may find other officers, and where you must be located to perform actions granted by that position. Use the 'Associated Location" table to determine where you find an officer based on the last officer action they took. An officer who took the pilot action last is at the helm.   However, if that same officer took an action granted by the Boatswain position last, they are instead found on the side of the ship last damaged, and fore / aft closest to the enemy ship. Taking a General action does not move the officer and they are found at the last officer action they took.   ASSOCIATED LOCATION TABLE   Last Officer Action taken Location   Captain, First Mate, and Quartermaster Poop Deck   Helmsman The Helm   Master Gunner At the cannons they preside over   Cannoneer At the cannons they preside over or currently man   Surgeon Side of Ship last damaged, center   Boatswain Side of ship last damaged, fore / aft based on location of enemy ship   Arcanist / Militant Actual location   Crew Cannon side they are manning, or main deck if sailing  
    Alternate Location Rules: You can use the   associated location table to instead track the physical locations of all Officers. They must be in the Associated Location of the position to take an action granted by that position. You should track where shots damage the ship, and where casualties fall. Depending on where a shot hits, certain members may or may not be more likely to take damage should a casualty be rolled.
      LEAVING THE SHIP   During Naval Combat, there are several scenarios in which you may leave your ship. As a result of overboard or displacement saving throws, embarking another ship, abandoning a sinking ship or taking a small craft. Leaving the ship during Naval Combat by any means causes you to become your own entity. Roll an initiative and take turns as you would in standard combat. While on your own initiative, you do not have access to Officer Actions. If you rejoin an allied ship, you regain your officer actions and follow normal Naval Combat procedures.   If you go aboard another ship during Naval Combat, they gain individual initiatives and locations same as yourself. However, as they are still on their own ship, they also have access to their Officer Actions.   MOVEMENT   Movement is considered as “From the Bow”. You drive the front of the ship, no matter the size. Movement is performed one hex at a time, up to the speed of the ship.   A ship must move at least12 speed every round, unless it moved 12 speed the previous round, in which case it can stop. (Oars and some enhancements offer immediate stopping)   TURNING   Ships must move forward on their turn unless they have stopped They may move straight forward or forward diagonally. The bow of the ship never moves laterally, only entering hexes that are “Forward” of it from the orientation of the ship (Due to the hex pattern, there will generally be 2 to 3 possible options)   The Aft of the ship follows the bow: the last hex of the ship always inhabiting a hex that ship inhabited prior to the move. In the figure below, the ship inhabits both hexes in the middle when it is diagonal, giving the aft two legal options. If there are multiple possibilities, as when turning in the figure, the aft portion should inhabit the hex opposite the direction of the turn (as illustrated)   Unranked Ships (2-hex long) cannot end a movement facing a vertex - each move, their aft always inhabits the hex their prow began. This allows for tight turns and adds to their high mobility.     PILOT CHECKS   Pilot checks are made by the Helmsman to successfully maneuver the ship. These Bonus Actions incur disadvantage if the Helmsman has already preformed a non-pilot action on this turn. Pilot checks can use a variety of abilities based on the situation. A table of abilities and examples as to when a DM may call for each is below:   Dexterity Base Skill: Reacting to things, adjusting course   Strength Fighting strong waves or current, fighting the forceful displacement of a ship, fighting or keeping a boarding grapple check   Intelligence Planning a route through sharp rocks, intercepting another ship   Wisdom Riding with the wind, determining tides   The base DC of these checks is 8* with modifiers due to conditions. Failing a check in Naval Combat will generally cause the hex to cost twice the movement, but sometimes causes the ship to enter a hex adjacent to the one you were moving towards (often with the wind / waves) In other scenarios, the ship may take damage from impacting obstacles or you may fail to gain an advantage you were seeking.   EVASIVE MANEUVER: GOME ABOUT   When the Helmsman takes this action, A pilot check (as a part of the action) is made for the success of the maneuver (DC 10 + situational modifiers) and a second bonus action pilot check (DC: 10) is made to avoid invoking Overboard Saves. This maneuver uses the full speed of the ship for this turn, and the ship must move 12 speed next turn after the attempt. On a success, the aft most section of ship moves to inhabit the hex forward to the one the bow was previously in, and the bow moves in a straight line over so that the ship extends perpendicular to its former orientation.   Consecutive about faces gain Disadvantage on both pilot checks, and the DC to avoid Overboard Saves is raised by 3 each time. A failure on the initial pilot check causes the maneuver to fail and raises the DC of overboard saves caused by it by 3     Unrated ships instead rotate 180 degrees when they Come About, so that their stem inhabits the hex directly forward of its starting position, and the bow flips its position in relationship to it. However, attempting the maneuver automatically invokes Overboard Saves on the crew, and the DC for the save gains a +5 (+2 for each consecutive maneuver)   WIND   Favorable: Ships gain a bonus of 1 to their speed when sailing with the wind   Unfavorable: Movement directly into the wind costs twice the Speed (Difficult Terrain)   • This penalty is ignored by Unrated and smaller craft   Documentary: Ships cannot move directly against the wind and moving upwind (1 80° half) is treated as difficult terrain.   SPELL EFFECTS ON MOVEMENT   In order for wind spells to have an affect on the movement of ships, over half the number of masts must be affected by spells cast at level 2 or higher. Each mast does not need to be affected by the same spell or by the same caster, since many spells only affect enough space to impact one mast at a time. Spells cast at higher level give increasing bonuses, and each bonus compounds on the ones before it.   • A spell cast at Second Level grants the effects of moving with the wind   • Cast At 3rd level, wind spells help to reduce the effects of the "Strong Wind" weather condition.   • At 5th level, they may allow a ship to move against the wind at no penalty. The travel speed of a ship increases by 1 for every 2 hours of use.   • At 7th level, the spell is sufficient regardless of the number of masts it affects.   Spells which affect water, such as control water, produce the same effects at the same levels, without the need for sails. The spells "Tidal Wave" and "Tsunami" are apt to cause overboard saving throws, but also cause immediate movement effects.   CONDITIONS   Many weather conditions on the sea have effects on movement and combat. Here are some examples with suggested consequences. These, of course, may be combined in situations- the worst storms often cause several at once   WEATHER / OCEAN CONDITIONS   Condition Effect   Fog + 1 DC of Int. based pilot checks, Disadvantage on Asses actions   Heavy   Fog Disv. On Int and Dex based pilot checks Disadvantage on assess actions Disadvantage on attack rolls further than 100ft   Heavy   Rain Disadvantage on Overboard Saves   Heavy   Wind + 2 speed when sailing with wind Failed Pilot checks cause ship to move downwind Disadvantage on evasive maneuvers Pilot checks may use STR.   Choppy   Waves + 1 to Pilot checks   Large   Waves Str Pilot checks common Lair action: Pilot check to avoid Overboard Saves Disadvantage on Boarding and acrobatics to board.   Tidal   Wave Overboard Saving Throws. Ship is immediately moved up to 300ft. in the direction of the wave   Whirlpool Pilot check DC is +5, failures or no check cause the ship to drift toward the center. Moving Counter to the whirlpool is Difficult Terrain, while moving with it gives +3 speed.    OVERBOARD   Some actions and interactions have a chance to require dexterity saves from the crew to avoid losing their footing or, at worst, falling overboard These "Overboard Saves" follow a Beat-By Scale, where the higher you roll than the DC, the better your result, while rolling further beneath the DC produces worse results.   If you have more than 5 crew (non-officers), instead of rolling separately for each of them, a crew check should be made on the "Crew Overboard Save Chart", while Officers still roll individually. Spells or other effects / actions which displace people follow a slightly altered system, which can be found in the "Magic" section fp. 311.     WHAT MAY CAUSE OVERBOARD SAVING THROWS:   • "Come About" Action, Evasive Maneuver Action, Ramming/Being Rammed   • Weather Conditions (Strong Waves, Heavy Rain)   • Broadsides   • And more. Don't be afraid to rock the boat!   Captain Hook Mode:  
  • Naval Combat: Failures always result in disadvantage on any action taken next turn
  • Crew is assumed to save unless a Natural 1 was the cause of this check, in which case 1 crew member falls overboard.
  • OVERBOARD SAVE CHARTS   NAVAL COMBAT   Result Effect   Success by 5 or More You keep your footing and can help another, giving them advantage on the check.   Success Keep your footing and receive no penalties.   Failure by 9 or less Any action you take next turn has disadvantage as you scramble back in place.   Failure by 1 0 Make a secondary Dex save (Same DC). On a failure, you fall overboard. On a success, you may choose to stay on by giving or More another character disadvantage on this check, and you cannot take an action next round.   STANDARD COMBAT   Result Effect   Success Save   Failure by 9 Move 5 feet or less in the appropriate direction (Chosen by DM). If this moves you off the ground you are move to the edge and fall prone instead. standing on,   Failure by Move 1 5 feet in the direction the DM chooses. If this moves you off the ground you are standing TO or More Dex save (Same DC). On a success, fall prone at the edge. Otherwise, fall overboard. on, make a   CREW OVERBOARD SAVE CHART   Result Effect   Success by 5 or More All Save   Success All Skilled save, and Td4-T unskilled fall prone That many crew may not be used next round   Failure by 7 or less All Skilled Save, and Td4 unskilled fall prone That many crew can be used next round. Additionally, 1 who fell prone instead falls overboard   Failure by 8 or More 1 d4-2 Crew Fall overboard. If the save roll was 1, one of them is a skilled hireling   DAMAGE   TARGETS   In Naval Combat, all types of damage - may it be cannons, spells, or individual attacks - have a specific selection of targets. Dealing damage to the ship or rigging deals damage to the associated HP and may also cause casualties among the crew. If an attack might affect more than one target (Such as an AoE spell) then12 damage is dealt to anything other than the intended target. The same target cannot be affected more than once from a single attack. The targets are as follows:   The Ship: Targeting the ship deals damage to the ship's HP. The Hull is the target of any attack against the ship.   Damage done to the hull must succeed the damage threshold of the ship (per attack) Attacks which target the ship add to the Casualty Damage an amount equal to half of what they dealt to the ship. With the exception "Raking Fire", attacks to the hull always hit the side closest to the attack, either port or starboard The deck is the same as the hull in all respects, but attacks against the crew or specific targets might damage it specifically.   The Rigging describes the sails, masts, and other aspects of the ship related to movement. Attacks against the rigging are made with disadvantage and -3 to the attack roll Damage to the rigging impacts the Rigging HP. affecting the movement of the ship as it decreases. There is no damage threshold to attacking the rigging, but no damage done to it is considered in the casualty roll   The Crew: The Crew uses the AC of the ship. Attacks against the crew are made with disadvantage, and the crew cannot be targeted if you already have disadvantage on the attack. With some exceptions, attacks targeting the crew do not deal damage to the Ship’s HFJ but add their full damage to the Casualty Damage, which might increase the number of casualties rolled at the end of the turn.   A Specific Target: Targeting specific targets incurs disadvantage on the attack roll and may incur cover penalties at DM’s discretion. A specific target is anything not listed above, including specific people or things. In this case, the AC and HP are that of the target, and in most cases does not affect casualty rolls, Ship HP, or Rigging Hp.   FIELD OF FIRE   In Naval Combat, the only physical location siege weapons are given is which side they are on- their position forward to aft is not tracked Siege Weapons installed on ships are large installments which cannot easily be moved and have a limited turning radius. Due to the location of a target, the ship may not be able to fire on a target, or not do it well The area a ship is able to fire on is known as it's Field of Fire.   Ships have two parts to their Field of Fire: A central cone in which all cannons of a side have a clear shot on a target, known as the Full Field, and a second field slightly larger, in which the cannons may not have as clear of a shot. In this area, the Half Field, the target has Half-Cover (+2 AC)   These cones follow similar rules to magic: if a majority of a hex is in a field it counts as being within it. And if part of the target also inhabits that hex, it counts as being within it. Having a clear shot on any part of a target removes the bonus it might otherwise receive from the half field Outside of the Field of Fire, the target has Full Cover and cannot be targeted   Examples:   If a ship is only touching the Half Field on the port side, it has Half Cover from all cannon attacks from port, and full cover from cannons on the starboard side.   If a ship is touching the Half Field on both sides of the ship, then both sides will be able to fire (but target benefits from Half Cover)   FIELD TEMPLATES   Each ship has a slightly different field due to their size. Use the templates provided in the "References" section to determine the range at different orientations. Blue Signifies Full Field while orange indicates the Half Field To use a template, align the sides with the bow and stem of the ship (or the edges of the hexes the ship inhabits) and align the origin of the template at the midline of the ship. Below are examples of how the templates work with each class of ship.   These Templates are only guidelines! If the DM feels confident with the fields, there is no need to use them.   UNRATED:     2ND RATE:   Second Rate ships have a similar origin as Unrated with a slightly wider spread Full field starts at 2 hexes wide. Again, the half field is a single row of hexes beside the full field       1ST RATE:   First Rate ships have an even larger field as their half field is 2 rows wide.     Bow/ STERN CANNONS   One Enhancement offered to ships is the installation of Bow / Stem Cannon Ports. Should these be installed it counts as it's own side. Weapons and cannoneers must be appropriately allocated to them. The hexes directly fore or aft of the ship are fully covered by the cannons, and they use the "unrated" template regardless of ship class.   BROADSIDE   As an action, The Master Gunner can call for a Broadside (Recharge 5-6)   Broadside: Choose one side of the ship. Each siege weapon on that side may immediately attack, at disadvantage, a single target sized large or larger that is within its normal range. They may make this attack even if they are in the middle of loading. For every "1" that is rolled on a damage die, you may roll an additional damage die of that weapon ("Exploding Dice") You may choose to use "Special Shot" within a broadside, but extra damage from these do not gain the "Exploding Dice" property.   Siege Weapons on other sides have disadvantage to hit on the turn this action is used   After this action, every weapon that participated must restart it's load time. The side chosen cannot broadside again until every cannon that fired has naturally gone through a their load time, regardless of broadside's recharge state.   The broadside also affects the ship as a whole. The Helmsman has disadvantage on their next pilot check. When either taking or receiving a broadside action, there may be a Pilot Check Save called On a fail, Overboard Saves may be called for (DC = 6 + Modifiers)     RAKING FIRE   When your location is fore or aft of a ship and outside its Port and Starboard Fields of Fire, you target either the Bow (if you're ahead) or Stem (if you're astern) with ranged weapon attacks. "Raking Fire" are attacks fired at these locations, longways down a ship and have potential to inflict greater damage. The damage bonus is only ever awarded when in the appropriate location (specifically targeting the bow or stem normally does not suffice)   As long as you are in the appropriate location, you may roll one additional weapon damage die when determining the damage from ranged weapon attacks which target the ship. This bonus applies to any ranged weapon attacks, including those as a part of broadsides or using special shots. The bonus damage does not apply to attacks made against any targets other than "The Ship" (see "Targeting") and may be denied by certain ship enhancements. Below, Ship 'A!' has gained the raking fire damage bonus by targeting the bow of ship "B".   HIT POINTS   Ships possess 2 Hit point pools: Ship and Rigging. There is also the Casualty Damage.   Ship HP describes the status of the ship, and act much like the HP of a creature. When it hits 0, the ship begins sinking. One half of the damage dealt to the ship is added to the casualty damage for the turn. Ships also contain a value known as the Effective HP. While they aren't sinking, ships below this value have been nearly destroyed, and their functions are limited   Rigging HP describes the masts, sails, and steering units of a ship. Damaging these do not cause the ship to sink, but as the HP drops, sanctions are put on the ship to represent its limited sailing capabilities. Unlike creature HP, Rigging HP has a series of effects based on the amount remaining, besides just hitting 0.   SHIP HIT POINTS   GOING BENEATH EFFECTIVE HP   As long as a ship's hit points are below its Effective HP, the following penalties are incurred:   • Disadvantage on all rolls related to Officer Actions   • Disadvantage on all Siege Weapon Attacks   SINKING   When a ship is brought to 0 hit points, it is considered sinking. The ship's speed and travel speed become 0. It is recommended to roll initiative regardless of combat status.   All penalties from being beneath effective HP persist, and actions to repair the ship automatically fail The ship becomes completely submerged in ld6+2 rounds. Once submerged, the ship sinks 120 feet per round While Sinking, the ship is considered difficult terrain. On initiative count 20, everyone must make an overboard saving throw. Besides the normal failure results, characters may take bludgeoning damage, be restrained be debris, or other ill effects unique to the situation.   RIGGING HIT POINTS   Each ship has associated with it a Rigging HP value, representing the masts, sails, and steering units. Each Mast on a ship adds 40 total Rigging HP. As these take damage, movement effects occur based on amount of HP remaining. This HP can be repaired the same as Ship HP.   HP Remaining Condition   51 % or More Full Effectiveness   50% - 26% No bonus with wind   25% - 11% No bonus or penalties from wind 1/2 Speed, 1/2 Travel Speed   10% or Lower No Bonus or penalty from Wind. Speed equals 1, Travel Speed equals 1   CASUALTIES   At the end of each turn, causalities must be calculated for every ship based on the Casualty Damage they took that turn.   You begin every turn with 0 Casualty Damage, which increases after every hit which adds damage to it. Attacks that target the ship add an amount of damage equal to half the damage they dealt to the ship, while attacks which target the crew have their full damage added The casualty damage is the sum total over a single turn.   Some attacks specify that they do not affect this total, and some others cause immediate casualties and are therefore not considered a second time. At the end of the turn, consult the following chart to determine the results:   CASUALTY CHART   Tier Casualty Damage Casualties   0 <30 No Casualties   1 30-39 1 Casualty   2 40-69 ld4-l (minimum 1)   3 70-119 ld4 (minimum 1)   4 120-159 1 d4+l   5 160-199 1 d4+2   6 >200 ld4+3   Example: In a turn, a ship is hit by 3 Light cannon hits (11 ding each) and a medium cannon (25 dmg) targeting the huh, while a javelin hits targeting the crew (6 dmg) The the ship takes 58 HP damage, and 35 casualty damage, so 1 casualty occurs.   For every casualty, a non-skilled crew member becomes unconscious but stable, and is no longer able to be used to man cannons, sail, etc. The DM selects (or randomly determines) who this is, and it should be noted that they cannot be used After determining casualties for a turn, your casualty damage resets to 0 for the next one.   You have a chance to recover casualties during combat through certain actions including the Surgeon's "Medical Intervention" or general healing spells, as well as the Casualty Recovery roll at the end of combat.   OFFICER CASUALTIES   If an attack that was targeting the ship or crew scores a critical hit, it hits a PC/ Skilled Hireling/ Combat Unit on that ship for damage equal to their level If they do not have a level their CR can be used Who is hit is decided by the DM or rolled randomly. The attack does damage to its intended target as normal but no damage from the attack, regardless of its target, is considered for casualty damage.   CREWLESS CASUALTY ROLLS   If you have 6 or fewer people available and no unskilled hirelings available, end of round casualties are replaced with Officer Casualties. If you take casualty damage during a round roll a ld6. If the number rolled is lower than the tier of damage the ship took that round (see the Casualty Chart) an officer or combat unit takes damage equal to their level   CASUALTY RECOVERY   Casualties are assumed to remain “stable” until the end of combat. At that point, a medicine check can be made to attempt to save them (must be proficient in Medicine and have a Healer’s kit or another combination of an appropriate skill and kit) Crew who went overboard are not counted in this roll and need to be dealt with on a case by case basis.   This check is made at the end of all combats that string together- So if Naval Combat transforms into standard combat, it is to be made at the end of standard While the roll must be made then, the implications as to time and space (whether you must be on the ship, how long this takes, etc.) are up to the DM. For every Crew you succeed on, remove one use of your Kit. The medicine check DC is equal to 8 + the number of casualties and is rolled on the degree of success "Casualty Recovery" table.   To use the help action on this check, you must have proficiency with Medicine or an Applicable Skill Each additional helper past the first gives a +1 to the roll   You may take disadvantage on the roll to gain a second check, with advantage, to save a specific casualty. Those who took the help action may choose which roll to help, but can only grant their bonus to one.   CASUALTY RECOVERY   Roll Result   Succeed by 10 or more You masterfully save all casualties. They are incapacitated for 2 hours and suffer no exhaustion.   Succeed by less than 10 You save all the casualties: They are incapacitated for 6 hours, and upon awakening suffer 1 point of exhaustion   Fail One crew member is unable to be saved for every number below the DC you rolled, maximum loss of 5. You decide whom. Survivors are incapacitated for 18 hours, and upon waking suffer 2 points of exhaustion.   Fail with a Nat. 1 There are no survivors: Shaken, you and anyone who assisted take 1 point of exhaustion.   Documentary Mode: DC = 10+ Number of Casualties   MAGIC   With the multitude of interactions and new mechanics introduced when fighting on or between ships, some additional rules needed to be in place to expedite magic and create situations with predictable outcomes.   GENERAL RULINGS :   Ground: Water is NOT considered ground Exceptions can of course be made per DM fiat. The deck of a ship IS considered ground but not “earth", "soil", "stone", etc.   • Exceptions: Erupting Earth and Bones of the Earth cannot target ships.   A ship, and any part affixed to it permanently like a mast is considered one huge / gargantuan water vehicle, and not an object for most cases.   For how spells can affect the movement of ships, see Snell Effects on Movement     MAGIC IN NAVAL COMBAT   Like all other damage, spells follow the targeting and damaging rules outlined in . When targeting anything,   simply roll damage. Assume no saves for half damage and apply the damage rolled to the targets as instructed in the "Targets" section.   Area of Effect (AOE) Spells: (Wall of Fire, Cloudkill): When targeting the crew with a spell cast at or above the 3rd level that has at least a 10ft radius (or equivalent coverage) roll the damage and use double that when calculating casualties. If the spell maintains over multiple rounds, this bonus damage is only applied on the first round the spell is active.   If an AOE spell does not meet the requirements above, roll the damage and add that to the casualty damage for the round   AOE spells that are not connected to the ground (Flaming Sphere, Stinking Cloud) do not move with a ship. They remain where they are cast unless moved by the caster. They will only cause damage if an appropriate amount remains on the ship.   AOE spells that are cast to the ground (Wall of Fire) move with a ship, remaining where they were cast in reference with the ship, moving as it moves.   MAGIC IN STANDARD COMBAT   AOE spells that are not connected to the ground (Flaming Sphere, Stinking Cloud, Call Lightning) do not move with a ship. They remain where they are cast. In standard combat, this means they will “move” across the battlefield as the ship moves beneath them.   AOE spells that are cast to the ground (Wall of Fire) move as a ship moves, remaining stationary in respect to the battlefield   Even in Standard Combat, Spells (or any attack) may hit the ship and damage it if they beat the damage threshold   DISPLACEMENT EFFECT SAVES   In both Naval and Ship-bound Standard Combat, spells and effects which incur displacement effects follow a beat-by scale as opposed to the normal save mechanics. Examples of these effects are Thunderwave, or the Shove action. The save rolls against these effects are rolled on the Displacement Save Charts against the save DC. In Naval Combat, the specific effects of the spell or action are replaced with general penalties while their damage contributes to casualty rolls as normal For information on falling overboard, see "Leaving the Ship".     DETERMINING TARGETS   Naval Combat: For every 10 x 10 ft area affected on the ship, 2 people are considered “affected” by the displacement effect (Max 8, Minimum of 1) This means a spell that affects a 5x20 area affects 2.   Standard Combat: There are no changes to the the normal rules regarding who is affected by a spell or effect. The only change to displacement effects in standard combat is the save being rolled on the "Standard Combat Displacement Save" chart.   NAVAL COMBAT DISPLACEMENT SAVE   Result Effect   Success by 5 or More You save and can help another- giving them advantage on the check.   Success You Save   Failure by 4 or less You fail the check: Any action you take next turn has disadvantage as you scramble back in place. This replaces the displacement effects.   Failure by 5 or More Make a secondary Dex save, DC equal to the first.   On a success, you may choose to stay aboard by giving another disadvantage on the check, and you may take no action next round. On a failure, you fall overboard.   STANDARD COMBAT DISPLACEMENT SAVE   Result Effect   Success You Save   Failure by 4 or less Follow the directions of the effect.   If this moves you off the ground you are standing on, and not onto different ground (your ship, another ship, land, etc.) stop moving at the edge of the furthest point of land and fall prone instead.   Failure by 5 or More Follow the full, unchanged directions of the effect   GREW DISPLACEMENT SAVE CHART   Naval Combat Only, Make a Single Roll For each Skilled Crew affected, add +1 to the roll   Result Effect   Success by 5 or More All Save   Success All Skilled save, and half the affected unskilled fall prone That many fewer crew may be utilized next round   Failure by 7 or less All Skilled Save, and 3 out of 4 unskilled fall prone That many fewer crew may be used next round Additionally, 1 which fell prone instead falls overboard   Failure by 8 or More 2 out of 3 affected unskilled crew fall overboard Affected Skilled crew must roll on the normal chart at disadvantage.   BOARDING   Boarding describes the specific strategy of forcing standard combat by coming side by side another ship and grappling it using a "Boarding Bonus" as the modifier for the contest.   Boarding is not the only means of invading another ship, despite other methods still resulting in a ship being "boarded". Leaving the shin gives more information on what occurs using other tactics.   As in Naval Combat, Unskilled Hirelings are not to participate in any part of boarding. Boarding and assisting it are restricted to those who can take actions in Naval Combat, such as officers and combat units.   BOARDING PROCEDURE   1. On their ship's turn, The Captain, Quartermaster, or First Mate takes the 'Board' free action To take the boarding action, the two ships must be side by side and facing the same direction. Their ship becomes the "Offensive" ship, and the targeted ship becomes "Defensive"   2. Officers participate in the boarding. Offensive ship Officers, except the Helmsman, may take actions as normal, including actions which help raise the boarding bonus or actions to leave the ship. The helmsman must save their action to make the boarding check at the end of the turn.   The goal of those assisting is to increase the Boarding Bonus by using grappling hooks, harpoons or spells. A bonus of at least +1 is needed or else the boarding automatically fails.   Here is a collection of what may give a boarding bonus, and a reminder of what offensive boarding bonus they give. The location of the mechanics is also given.   Action Source Bonus   Grappling Hook Items +~\   Harpoon Ammunition +3   Hooked Gangplank Ship Items, Gangplank Upgrade +~\   Hooked Ram Ship Enhancements + 5   Below are examples of spells that may increase the boarding bonus. This is not an exhaustive list, and the listed bonuses are suggestions which may differ on a case by case basis. Some spells may not add a direct bonus but influence the check in other ways.   Spell Bonus   Grasping Vine + ^   Web +2   Bigby’s Hand + 3   + 3   Arcane Hand   Instead of helping, you may wish to immediately move onto the targeted ship. The "Boarding Party" should take the "Ready" action to move across using their method of choice with the trigger "when the boarding succeeds". Using them immediately, instead of holding them, could result in being stranded   • Those using rope swings, jumping, etc. will make acrobatics checks. On a success, you choose where to land (must be within 10 feet of the side boarded over) and move onto the boarded ship. On a failure, you may not make it, swing back, or even fall   • If using a gangplank, laying it down is an action- moving across it will requires movement on your turn.   THE BOARDING CHECK   3. The "Boarding Check” is made by the Offensive Helmsman, contested with a pilot check from the Defensive Helmsman. At the end of the ship's turn, the offensive ship needs at least +1 to their boarding bonus. If not, their turn ends. If they do, the Helmsman makes a "Boarding Check" as their action, adding their proficiency bonus and the Boarding Bonus to the roll This check is contested by a pilot check from the helmsman of the defensive ship, using an ability modifier of their choice.   On a failure, the ships are not grappled The offensive ship's turn ends, and Naval Combat continues. You may continue to attempt to board on your ship's turns so long as the conditions are met.   On a successful boarding check, the boarding succeeds and both ships are in a modified grapple, detailed in "The Boarding". If an action was held to move onto the ship, it is taken now.   Naval Combat ends and individual initiative is rolled for everyone. Begin Standard Combat.   THE BOARDING   While in this variant grapple, the speed of both ships drops to 0. Instead they each move forward one hex at a time in the direction they were heading, potentially listing. The ships stay 10ft away from each other, and neither is able to move freely until the grapple is broken (the boarding bonus reduced to 0) at which point both ships may move freely. As long as the grapple is maintained neither ship has access to officer actions except the Helmsman. Cannons and other features of the ships are still functional but must be manned or used on an individual basis since unskilled hirelings are not considered present during standard combat.   Each round the offensive helmsman must keep the grapple active using either their Action or Bonus Action. The ships drift apart 5 ft. each round on Initiative count 1 if this bonus action was not taken. This drifting does not occur if the Boarding Bonus is greater than or equal to + 5, as the ships are assumed to stay together. The ships start at 10ft away from each other and move apart from there. Gangplanks are destroyed if the distance between ships is longer then their length. Grappling hooks and harpoons are likewise rendered ineffective if the ships drift apart further than their normal range.    BREAKING THE BOARDING   The grapple ends if the boarding bonus is reduced to 0.   Aboard the defensive ship, the "use object" action can be taken on the wheel of a ship to attempt to immediately break the grapple as an action, or as a bonus action if performed by the Helmsman. This pilot check follows the guidelines in the "Helmsman" section, including being at disadvantage if a non - pilot action was already taken that same turn. If the offensive ship remains piloted, this may be contested the same as the initial check. Otherwise, it is a pilot check with a DC of 10 + the offensive boarding bonus. On a success, you are able to wrestle the ship out of the range of whatever methods the opponent used to achieve their boarding bonus, breaking ropes and snapping gangplanks, automatically reducing the bonus to 0. Only one check to break the boarding maybe taken per round   The defending or offensive ship may also end the grapple by manually reducing the boarding bonus to Q This can be done by directly negating the means the offensive ship is using to increase their bonus. Possibilities, depending on what the offensive ship has in place, include removing the grappling hooks, cutting ropes connecting the ships, pushing the ships far enough that these break, etc. These actions may also be held during Naval Combat so they can be done as a reaction as soon as standard combat begins. Many spells hold potential to affect the boarding state, offensive or defensively, such as pushing a ship or controlling the opposing pilot.     ENDING THE GRAPPLE   As soon as the boarding bonus equals 0, the grapple ends, and the fight on deck either continues or Naval Combat is resumed In most cases, Naval Combat is resumed with several officers disembarked and aboard another ship - See Leaving the Ship for more information. When reentering Naval Combat, the ships should be next to each other and facing the same way, and pilots should re-roll the ships' initiatives. If there are other ships in the fight or officers still disembarked keep those initiatives and add the new ship initiatives to the initiative order.   DM TOOLS     I see this section as a chance to speak a bit more informally to you, the DM, to help you use this guide and give you some personal suggestions.   GENERAL TIPS:   • Give more gold than usual   • While most of the rules are based around travel and Naval Combat, that shouldn’t always be the focus; the destinations are.   • Keep Unskilled/skilled hirelings differentiated Letting players promote unskilled hirelings to officer roles could have consequences on the balance of the game, particularly around boarding.   • How to get players a ship:   • Steal   • Inherit   • Emergency on the sea (captain dies)   • Earn it after capturing it with others   • Already own   • Cannons are very deadly. Treat them like dangerous monsters. Don’t introduce the best ones too early the same way you wouldn't throw a dragon at the party.   • Players will always "trade up", so don’t present anything you don't expect them to take   • Consider rolling to see how much of the ship is recoverable or develop a point-based capture system.   • Let players feel secure about leaving their ship on a dock, anchored off shore, etc. No one wants to feel like their coolest possession could be stolen while they sleep. A guard presence, dockworkers, or a harbor master to leave a paper trail with all do well in promoting confidence. If it may be a bad idea to leave the ship for extended time, make this clear to players.   • At the same time, the ship being stolen can be a powerful hook, but this should be an exception and used with care.   • The longer a trip, the less encounter dense it should be. Require fewer perception checks the longer a trip is, down to one a day, weighing random events in a similar fashion.   HowTo BUILD NAVAL COMBAT   Unfortunately, it is hard to assign levels or CR to ships the way we can monsters. This makes understanding how two ships compare much harder - compounded with unforgiving nature of Naval Combat. An unbalanced battle is harder to make up for, and escape from, than standard combat.   Since ships can be understood by the parts that make them, I use gold as my current balancing tool Gold accounts for the size of the ship, it's potential for weapons, the crew it has hired, the weapons it has purchased and any upgrades it has. Theoretically, I consider a "Functional Gold Value" for both my parties and enemies ships, a value that ignores any non¬combat investments.   Evenly matched ships have functional values of within 5,000 gp. By the time you reach a difference of around 10,000 gp, one ship has a nearly insurmountable advantage. To determine values of ships, I use a Ship Calculator Excel sheet which is linked in the subreddit   Using the calculator, I build a ship of the gold value I want, and then transfer the stats onto the "Naval Combat Management" sheet I have supplied at the end of this guide.   For starters, I would run your party against a ship of roughly -8,000 gp while they learn the ropes. After that, I would continue to keep enemies at a deficit for a time until you become more comfortable with the system - this has the added bonus of not accidentally giving your players a ship or upgrades you didn't intend Unfortunately, the gold value method is imperfect, especially at the extremes. An unrated ship with fully upgraded weapons will easily defeat a 1st class ship without any weapons. To a finer degree, different upgrades may be more effective in a specific situation despite having similar prices, something that can't always be accounted for. Basically, take time and get comfortable with this yourself. I will continue to try and improve this aspect of play.   HOWTO RUN NAVAL COMBAT   Naval Combat introduces a lot of new rules and interactive aspects. While this is fun for players, this can bog down an already busy DM. Here are my tips for streamlining things on your end I often run using these shortcuts:   • Use the average damage for each cannon instead of rolling   • Track how many of each type of cannon you have, and fire either half or all of each type on a turn, not a specific number   • For Broadsides, add +1 damage for every hit, instead of the exploding dice.   • To simplify casualties rolls on enemy ships, assume 1 casualty for every 2 hits a ship takes.   NAVAL COMBAT TIPS:   • Fights should usually end before a ship is sinking   • Most Naval Battles end in boarding because the players are most confident on land and in standard combat - they excel there so it's okay.   • In Naval Combat, Players have less agency, and comebacks are less possible. Introducing too big of a ship will kill the party   • If your party wishes to disengage, try to let them. In my experiences, Naval Combat is given to death spirals, and so if one ship takes the lead the outlook can be bleak for the other.   • In the same vein, have contingency plans for if the party's ship is sunk or they are taken captive. This is pretty likely, and you don't want to be caught off guard   • Ship battles are long, I wouldn't use evenly matched ones as random encounters, only planned   • A multi-ship battle can easily take up an entire session.   QUICK SHIPS   Crew does not include Combat Units, which should be balanced separately. The skilled Hireling is generally the Pilot- no cannoneers are needed on NPC ships.   Gold Cannons (per Crew   Value Ship side) Enhancements Cannon Upgrades (unskilled/skilled) Shot   Crow’s Nest   10k Dhow x2 Ballista Davit   xl Lifeboat 10/1   15k Dhow x4 Ballista Crow’s Nest Reinforced Walls - 10/1 -   20k Braque x4 Ballista Crow’s Nest Reinforced Walls Fireproof Deck Ease of Access (xl) 10/1 x2 Ballista Harpoons   30k Braque x4 Light Crow’s Nest Reinforced Walls 10/1 xl Cannon   Fireproof Deck " Harpoon   Ram   x4 L x2 M Crow’s Nest   35k Schooner Fireproof Deck Packed (x2 of Med) 25/3 -   Ram   x4 L   32k Schooner x2 H x2 Ca Fireproof Deck Packed (All Light) 25/5 x2 Explosive   x2 Ballista   x2 L Crow’s Nest x2 Boring   40k Kelch x2 M Arcanists Shield Packed (All M) 30/2 xl Explosive   x2 H Fireproof Deck Flares   48 k Kelch x4 L x2 M x2 H Crow’s Nest Arcanist’s Shield Fireproof Deck Reinforced Hull Packed (All M) 30/4 x2 Explosive x2 Grapeshot xl Smoke   x4 L   60k Clipper x4 M   x2 H Crow’s Nest Fireproof Hull Precision (2, H) 35/5 -   Crow’s   x5 L Arcanist’s Shield Precision (2) and Rifling (2) x2 Chain   85k Merchant x4 M Improved - 80/5 x2 Explosive   x4 H Mechanism Fireproof (all) x2 Grapeshot       TIERS OF RULES:   As a shortcut to deciding which rules to use, I have defined different tiers of rules. Each tier adds more complexity and realism to the game.   These groupings are suggestions. Mix and match to find the things in which you are most interested!   JUST SHIPS, PLEASE   These rules are written so that you can skip all the fluff-just add the Ships with some Cannons to your game for a quick session on the high seas. For a more memorable time, it is recommended to at least move up to “Captain Hook”. Officers and their actions are the backbone of Naval Combat.   CAPTAIN HOOK   Simple, straightforward play. Also see 'The Naval Code: Abridged'   ADD   Captain Hook is meant for groups that don't want to learn too many new mechanics and want to avoid looking up results on tables. It adds a few rules to streamline the game:   TRAVEL ROLES   Instead of linking different toles of traveling to each Officer Position, you may instead allow for anyone to undertake any available role. This is a simpler and more forgiving method   (PJJ)   ALTERNATE OVERBOARD SAVE RULES   These rules are offered in the section to avoid referencing the tables as much. They require fewer rolls and offer predictable results, fp. 261   IGNORE   Many more rules are ignored than added To streamline the rules and focus more on the game, the following non-essential rules can be dropped:   • Skeleton Crew   • Ships do not require Skeleton crew, or require half the normal amount   • Don't give crew stats or an income- they are just background characters.   • Wind Effects   • Going against it incurs no penalty, and no bonus is given for sailing with it.   • No weather conditions   • Half Field of Fire   • Instead the entire area is the Full Field To simplify further, remove the field of fire entirely - A cannon may fire on a target if it is on the same side of the ship as it. Range rules still apply.   • Spell Rules   • Spells act the same on sea as on land Easier to remember, but far less balanced   • Casualties   • Assume Crew never dies in combat   PIRATES OF THE CARIBBEAN   The “intended” version: A classic DND balance of challenges, with room for debauchery. The Naval Code is built for this level, so no additions or subtractions are needed   DOCUMENTARY   A realistic, less forgiving and resource considering variant.   Sometimes, it is fun to track everything about the ship. How are the rations? Do we have black powder? Are the crew pacified? The following rules add more detailed rules for a more realistic experience.   ADD   CREW IN COMBAT RULES   Some of your crew must continue sailing the ship instead of manning cannons, (pjj)   PAYMENT MODEL   A more realistic and expensive model 10.131   BLACK POWDER AND CANNON SHOT   Cannons require both the proper sized cannon ball as well as the proper amount of black powder. If these get ruined or run out, you will not be able to fire those cannons, (o. 131   DIRECT WIND FACING PENALTY   You may not sail directly into the wind and anywhere upwind is difficult terrain. More realistic, and invites greater strategy. (P-251   ALT MEDICINE DC   A harder DC so fewer casualties are recovered after battle.   (P.301   NAUTICAL TERMS   AHEAD   Refers to moving forward.   AFT   The rearward direction or portion of a ship.   ASTERN   Refers to a boat moving in a backwards position (reverse)   AMIDSHIPS   The ship’s center.   BALLAST   Weight placed in the lower middle of a ship to help keep it steady in water.   BEAM   The width of the ship, measured at its widest point, typically around midship.   BILGE   The broadest part of the hold at the bottom of a ship. Pumps are often placed here to evacuate water from leaky vessels.   BELAYING PIN   Short wooden rod used to secure rigging and a common improvised club-like weapon.   BOOM   A long spar extending from a mast to hold or extend the foot of a sail   Bow   The forward end of a ship   COME ABOUT   Changing the direction of a ship.   CORDAGE   The ropes in the rigging of a ship.   CROW’S NEST   Small platform at the top of a mast used to get a better view when watching for approaching sails, monsters or land.   DRAFT   The minimum depth of water to float a ship. A ship with a 5- foot draft requires at least 5 feet of water to float and will run aground in water with a depth of less than 5 feet.   DISEMBARK   To have left a ship   FORECASTLE   Raised deck at the foremost of a ship. Not nearly as tall as the Stem castle, Uncommon except in the largest of ships. May house sailors living quarters or provide entry to lower decks. The deck acts as a vantage point while the interior may function as a defensive stronghold.   FORWARD OR FORE   The forward direction or portion of a ship toward the bow.   FORECASTLE   Upper deck of a ship forward of the foremast where non¬officer living quarters were usually found.   HEAVE TO   To come to a halt.   HEEL   Tilting of a ship over to one side due to the wind or seas.   HELM   The steering wheel of a ship which controls the rudder.   HOLD   A large area for storing cargo in the lower part of a ship.   HULL   The frame or body of a ship. It is the hollow, lowermost portion, floating partially submerged and supporting the remainder of the ship.   JACOB’S LADDER   A rope ladder with wooden rungs used to access a ship from the side.   KEEL   The underside of a ship. Keelhauling refers to dragging a person under a ship, across the barnacle laden keel.   KNOTS   The measure of a ship’s speed in nautical miles per hour. One nautical mile is equal to 1.15 miles or 6080 feet.   LEEWARD   The side away from the direction from which the wind blows.   LENGTH   The overall length of the ship, as measured from bow to stem.   LIST   A ship leaning to one side due to shifted cargo or taking on water.   MAST   A mast is a large vertical pole upon which the ship’s sails hang. The large one in the central is the mainmast, the rear-most is the mizzen.   MIZZENMAST   The largest and perhaps most important mast. It is the third mast or the mast aft of a mainmast on a ship having three or more masts.   ORLOP DECK   The lowest deck in a ship with 3.   POOP DECK   Highest deck at the stem of a large ship, usually above the captain’s quarters. Location of the wheel   PORT   The left hand side of the ship when facing forward   PROW   Forward-most part of a ship’s bow that cuts through the water.   QUARTERDECK   Raised deck behind the main mast of a sailing ship   RAKING FIRE   Cannon fire that runs longways down a ship, as opposed to across it from the side. Causes great destruction and has potential to travel down the decks.   RIGGING   System of ropes used to support and move the sails. Often used to describe the entire system of masts, sails and ropes (or cordage) used for sailing.   RUDDER   A flat piece of wood hinged vertically near the stem of a boat or ship for steering, controlled by a tiller or wheel   RUNNING   To sail with the wind   SAIL   A sail is a surface, typically made of fabric and supported by a mast, whose purpose is to propel a sailing vessel   Square: A rectangular sail hung from a single yard The simplest and oldest form of rigging which permitted sailing only before the wind   Lanteen: A triangular sail set on a long yard mounted at an angle on the mast. Capable of taking the wind on either side.   Jib: A triangular headsail that sets ahead of the foremast of a ship, mainly used to increase performance and overall stability by reducing turbulence.   SINKING:   Overwhelmed: Sinks because it cannot deal with the force of waves. An overwhelmed ship becomes swamped or has water coming in over the deck. An overwhelmed ship that sinks deck up has "foundered" while an overwhelmed ship that sinks on its side or with its hull up has "capsized”.   Break Deep: Damage occurs to the ship below the water line. Often, a ship that breaks deep sinks when water rushes into the break and fills the ship. When this occurs, the ship is said to "take water."   Scuttle: To "scuttle" a ship is to sink the ship deliberately.   Split Up: Particularly long ships are vulnerable to "splitting up" when the waves are high. A ship splits up when its bow ends up on the crest of one wave, while the stem ends up on the crest of the wave immediately behind it. The center of the ship is lifted out of the water and with no support, splits in half, breaking the ship into two pieces.   SPEED   The base sailing speed in light winds of the ship.   STARBOARD   The right side of a ship when facing forward   STERN   The aft end of a ship.   STERN CASTLE (AFTER CASTLE, AFT CASTLE)   The structure on the stem which often houses the captain’s cabin, upon which the poop deck and wheel sits.   TACKING   Changing a ship’s course by angling into the wind   TOPSIDE   Moving from a lower deck of a boat to an upper deck.   UNDERWAY   When a boat is moving, either by motor or wind this is called being "underway."   VELOCITY   The current speed a ship is traveling, measured in feet per round   WAIST   Central deck of a ship that is found between the forecastle and the quarterdeck.   YARD   A horizontal pole on which a sail is hung.   YARDARM   The main arm across the mast which holds up the sail or enemies  

    DM Development Guide - Seafaring: Part 1

      OP Note: This is a cross-post from my original post over on r/DnDBehindTheScreen. This is my own content so it's not stolen, but I hope you enjoy it anyway!   Oveview of the Guide   DM Development Guides are designed to enhance flavor and mechanics for a more detailed world and player engagement. The devil is in the details as the saying goes, and thus the guides will incorporate lore, background and mechanics that are easy to insert in any campaign. Each guide is designed to work together or individually to help a DM grow their world to the level of detail they wish. The guides could even work in the hands of a player who wants information to use in role play of a character that is proficient in the topic of focus. The different topics will range from wilderness biology and ecology, survival and medicine, geosciences to urban civics and economics.   With Ghosts of Saltmarsh on the way, I felt it would be a good idea to pen down my experience as an active-duty sailor and show you all a brief glimpse into the world of seafaring. This guide is about seafaring and general life at sea for career sailors. It is designed to enhance the general knowledge of those that wish to incorporate seafaring in some aspect into their campaign and give a glimpse into the actual experience of life at sea. This guide is sparse on tables simply because I am not the best at mechanics, but there are plenty of other guides out there that deal with such things. So I encourage you to find some if you're looking for something with less fluff and more crunch.   Also, this particular guide wound up being so big and wordy that I had to actually cut it into two parts. I certainly wasn't expecting it, but I guess there's really just too much stuff to be contained in a single guide. Part 2 will be posted in about a week with the mod's permission, so don't worry!   Part 1 of this guide will focus more on explaining the general day-to-day occurrences in a sailor's life. It will try to invoke the 'feel' of life at sea and give you a glimpse into what it actually meant to spend your days out on the open ocean.   The DM Development Guide was originally proposed by /u/Foofieboo, and you can find their first post here: DM Development Guide - First Aid. All credit for this Guide goes to them. And if you think you are particularly knowledgeable in a skill that could be of use or interest to us here at BTS then please leave them a message and consider posting your own Development Guide!  

    Sailors and Seafaring

      The sea be a harsh mistress, but I'd take her over me wife any day! Ha-har!  

    The Realities of Life

      The Challenge   The first thing you should know is that life at sea is an incredibly strenuous and taxing way of life. If you're a career sailor then there's a very good chance you are away from your homeport for months or even years at a time. Even fishermen who often come home every day can sometimes be hired to go out on deep sea fishing charters that last a few months or more. This means you're away from your friends and family for much more time than people are accustomed to, and this can often be a huge strain on those relationships from both sides. On top of the time away from home, if you're a deckhand on the ship (which you most likely are) then your jobs on the ship are numerous and very physically taxing. A ship needs constant upkeep and maintenance, so crews will run the length of it every day to clean up scum and seaspray, restain wood, nail down boards, patch holes, caulk and tar seams, lash rigging, patch sails, maintain lines, clean the guns, polish brass, move cargo, and dozens upon dozens of other jobs that need to be done. So not only are you away from home for months on end, with a daily workload that's considered some of the toughest, most grueling work around, you're also out on the open ocean for all of it. The vast, empty blue that just goes on forever, with absolutely nothing else around as far as the eye can see. Where the only means of navigation are the sun, moon, stars, and any charts you may happen to have. Where the seas can be calm in the morning and then turn into a raging maelstrom in mere hours with practically no warning. And if you're doing this in a fantasy setting then the old adage of 'Here Be Monsters' is VERY much factual truth.   And all that while you're being forced to live in close physical proximity with about 50-500 other men that are as hard up for a lay as you are. Yipee.   Daily Routine   Life at sea is all about routine. In order to keep everything shipshape and to help keep the crew sane routines are often established so that everyone knows when to do what. At various times throughout the day the ship's bell will be rung with varying tones to signify different events and the passage of time. A basic schedule would look something like this:  
  • Sunrise: Reveille (which means 'Wake Up Call'), marked by ship's bell.
  • 10 Minutes Past Reveille: Muster (head count to make sure no one fell overboard in the night).
  • 20 Minutes Past Reveille: Morning meal is served.
  • One Hour Past Reveille: Turn to ship's work, marked by ship's bell.
  • 1200: Noon bell is struck to mark time. Knock off ship's work. Noon meal is served.
  • 1300: Turn to ship's work, marked by ship's bell.
  • 1700: Knock off ship's work, marked by ship's bell. Evening meal is served.
  • Sunset: Ship's bell is struck to mark time.
  • 2200: Taps (lights out, no noise allowed until sunrise), marked by ship's bell.
  • And that's about it. Simply knowing the progression of time during the day is a tremendous help to keep sailors sane against the unending same-ness that surrounds them. Even pirates utilized something to this effect, though how strict they were with scheduling was entirely up to the Captain and his First Mate. Speaking of which...   The Iron Chain of Command   Due to the high stress nature of life at sea it is imperitive that a chain of command is established and that everyone on the ship follows it without question. There's an old saying among sailors that, at least when they're underway, the only being higher than the Captain is God himself. And that's not an exaggeration. The Holy Emperor could be a passenger on a ship and even he would have to defer to the Captain's judgement when it came to shipboard matters, because the Captain simply knows his ship better than the Emperor would. In basic terms: the Captain's word is law. So if the Captain says to do something, then it damn-well better get done. Generally speaking though the Captain won't get into the specific details of how something is done, that job is left up to his First Mate and senior officers below him. Also, when addressing issues on a ship a crewmember would NEVER go straight to the Captain with it. They would instead go to their direct superior (likely the First Mate), who would then take it to the XO, who would then take it to the Captain if it needed to be handled at such a high level. Essentially, they 'run it up the chain.'   This delineation between officers and enlisted men manifested in every aspect of a sailor's life, including recreation. The officers hung out with the officers, and the crew hung out with the crew. It was illegal for fraternization to be allowed between the two so that the officers wouldn't show unjust favor to any crew they happened to get along with. As an example: there's a scene in the movie Master and Commander where the crew of the H.M.S. Surprise just accomplished a great feat in pursuing their target, and the Bosun asks permission from the captain to sing. He grants it, and they begin to belt their hearts out in celebration. But at the height of the chorus one of the junior officers starts to sing along too, and the entire crew stops dead in their tracks to watch. The captain simply looks to the officer with disdain until the junior officer realizes his mistake. That junior officer should never have joined in on the merriment. It was his duty and position to remain segregated from the lives of the crew in order to maintain his image of authority and the crew's respect. Now obviously not ALL ships operated this way, but it is a standard military practice. And when you're out at sea where even a single moment of doubt among the crew could spell disaster for everyone, policies like this quickly became law simply to avoid any possibility of mutiny and derision among the crew.   Listed below are some of the typical positions of authority that would be filled on a large ship, for both commercial and military vessels alike:  
  • Captain: Owner of the ship and second only to God.
  • Executive Officer (XO): The Captain's right-hand man. Directs the crew, relays the Captain's orders and speaks with the Captain's authority.
  • First Mate/Boatswain's Mate (AKA: Bosun): The most senior of the rank-and-file crew. Acts as liaison between the crew and the XO.
  • Supply Officer (AKA: Suppo): Maintains the ship's records, tracks food stores, and ensures the ship is properly stocked before launch.
  • Gunner's Mate (AKA: Gunny): Maintains the operation and maintenance of the guns.
  • Navigator: Maintains the ship's charts and plots courses. Should always know where the ship is at any given moment.
  • Engineer: If your setting includes engines or machinery then you need at least one engineer to keep things greased and running properly.
  • Cook: The true source of morale on the ship.
  • Bear in mind that one person can shoulder multiple responsibilities onboard a ship. For example: the Captain could also act as the Navigator, or the Bosun could also act as the Gunny. It's not always necessary to find a single person for each position of authority, and in fact some of the regular crew may take over those positions if they've proven themselves competent and trustworthy sorts.   In addition to the above positions, a ship may also have certain other positions filled depending on the size of the ship and its available funds. These positions might include a Physician, a Priest, a Purser (the financier or their representative for the voyage) and in certain settings even a dedicated Mage. These positions aren't necessary to be filled, but they could provide additional services to the crew or passengers if the ship is meant to ferry people as well as cargo.  

    Sailing is Slow

      As stated above, sailors are almost always underway for months at a time. This is because it takes a LONG time to get anywhere by boat, especially if you're using traditional sails as your primary means of momentum. At sea, speed is measured using a unit called 'knots'. It's called that because sailors used to drop a line in the water with a bunch of knots tied in it at regular intervals, then they counted how many of those knots passed a point on the ship in a certain amount of time. One knot = 1.15 mph, and one nautical mile = 1.15 miles (the same conversion). So, easily enough, if you're making speeds of one knot for an hour, then you've traveled one nautical mile. Your average wooden sailing vessel would make somewhere between 5-8 knots per hour, depending on the wind and the direction of the water currents. And an average sailing voyage could have taken several thousand miles to travel in only one direction, so you can already see just how long it would take to reach your destination. And yet this was (and still is, actually) the fastest mode of transportation for bulk goods between continents, which is why it has been so integral to modern society. Trade makes kingdoms grow, and the more trade you can manage the wealthier you are. So even though sailing takes forever, it's still a highly lucrative and highly sought after means of transportation.  

    Weather is Wicked

      Anyone that's lived near a large body of water will tell you that the weather can change in an instant, and this is especially true at sea. While those on land might have several hours to prepare for a major storm, sailors often have an hour or less if bad weather decides to roll in. And when you're out at sea and the wind starts to pick up, the only thing keeping that ship upright is the skill of the crew. Winds can suddenly go from 5 knots to 60, which is close to 70 mph. The seas can generate swell waves that are 10-20 feet high, which could tower over the decks and possibly reach the top of the masts. And that's not counting the other anomalous weather phenomena that can happen out on the open ocean. Rogue waves, water spouts and whirlpools are all hazardous formations that could take a ship completely by surprise. And on the opposite end of the spectrum, no wind at all could also be very bad. If the wind suddenly dies then you're stuck until it decides to pick up again, and that could mean several days of lost progress and dwindling food stores. There are multiple reasons sailors tend to be the religious type, and the chaotic weather at sea is a major factor.  

    Space is Scarce

      When living aboard a ship, space is always at a premium. There is only so much room that a ship has available, and most of it is used to store precious cargo and other necessities. As a consequence, this means that living space aboard a ship is equally scarce. So a space on land that would comfortably house about 2-4 people is suddenly made to accommodate 20-30 men, stacking them all into rows upon rows of hammocks and giving them barely a shoe box worth of space for their personal items. This lack of space creates a very claustrophobic atmosphere when moving about below decks, so most sailors would relish the chance to be out on the weather decks so they can get some fresh air. This claustrophobia is also compounded by the fact that the limited space is being shared with anywhere between 50-500 other men, depending on the size of the ship. This means that everyone is going to be in everyone else's business whether they like it or not, so secrets are practically non-existent and there's practically nowhere outside of the officer's staterooms that anyone can hope to have a moment of privacy. But this closeness does tend to foster a very strong camaraderie among the sailors. And the added hardships of sea life only serve to foster that respect and reliance on one another. Speaking from experience, I HATE sharing a bathroom space made for two people with a dozen other guys. But I can't deny that I've made friends with people on my ship that I would never normally associate with if we weren't forced into such close proximity to each other.  

    Danger and Drills

      In case it hasn't been said enough in this primer, life at sea is perilous. But this is especially true when an emergency happens. When you're out there on the open ocean, you and the people around you are the ONLY ones that can respond in a crisis. So if the ship catches fire? Guess what, you're gonna be part of the daisy chain to put it out. Ship starts to flood? Same thing, except you're taking water out of the ship instead of putting it in. Wooden ships were essentially giant tinder boxes, put together using wooden boards and pegs, lashed together with fibrous lines, and all glued together with dark, flammable pitch. So if a fire breaks out on a ship it wouldn't take much for it to spread to other areas very quickly, especially due to the designs of old wooden ships. Older ships were basically giant hallways for each deck of the ship, with no walls or doors separating the bow from the stern. This meant that it was very easy for both fire and flooding to spread from one end of the ship to the other. Flooding was the other primary concern of sailors, because a 1 inch hole that was 1 foot beneath the water line would spew out almost 20 gallons per MINUTE of seawater into the ship. A hole that small could doom a ship in less than an hour, so crews had to be able to react quickly in emergency situations. This is why most ships held drills at regular intervals to normalize the crew to the chaos of emergencies and train their muscle memory to work in a high stress environment. Whether it was fire, flooding or manning the cannons for battle, crews were often expected to be able to respond to an emergency properly in less than two minutes from the sounding of the alarm. Because that's honestly how fast an emergency could sink the vessel and kill everyone aboard.   Going into speculation for a minute, the severity of emergencies aboard ships leads me to believe that a hired mage would be an absolute necessity for any crew. There are dozens of situations where a few well placed cantrips could save the lives of the entire crew if used cleverly and quickly. They could plug up holes, disperse fires, put a patch job on masts and sails, or even set bones and staunch bleeding if they had a knack for the healing arts. Might even be a little magic made the food taste better too, or so superstition aboard might say. But that's for a later section. For now...  

    Recreation for Sailors

      With such a high stress working environment sailors were always on the lookout for ways to entertain themselves and relieve their stress. Sailors had a variety of ways to entertain themselves while underway, and some of them got rather creative out of necessity from the many months spent doing the same old things.   Music: Song has been a staple for humanity since time immemorial, and that tradition is especially strong among sailors. Everyone loves a good song, and when you've got a good voice to lead you then it makes the experience all the more enjoyable. But on top of that, songs were used to set the pace of work on the ship. Anyone who's ever done manual labor can tell you that the right sound track can make the job go by infinitely faster and help to keep you focused on your tasks. It was an especially awesome sight to witness a few dozen men all hauling the same line in unison, spurred on by the steady cadence of the sea shanty they're all singing along to. If you've ever wondered why sea shanties are so catchy, it's because they're all designed to have a steady rhythm that people can easily follow while working with their hands. In addition to singing, music and musical instruments were especially prized aboard ships since it was a unique treat that not every crew got to enjoy. In fact some captains would hire sub-par sailors just because they knew how to play an instrument. And even though space was scarce, if the crew had a talented musician aboard they would all collectively make sure that their instruments were carefully stored and treated with the utmost respect.   Games: Sailors liked games of all sorts for their intellectual and competitive nature. They enjoyed card games but also enjoyed board games because they were portable and often durable enough to survive the rigors of the sea. They also enjoyed other types of games such as riddles and puzzles or sometimes games of skill using small bags or rings meant to hit a certain target. Of course, where you have competition you often have gambling associated with the outcome. And, well...   Gambling: Gambling was often outlawed aboard most ships since it tended to create more discourse than camaraderie. However, a lot of captains figured out that even if it was outlawed the crew would still find ways to gamble behind the officer's backs. So they found a solution. At the start of the voyage captain's would issue out a set of wooden tokens or tiles to the crew that they could gamble with. These tokens typically added up to a small amount, barely 5% of the sailor's total pay. This way the crew could gamble as much as they wanted without risking too much in the process. Excessive gambling was still punished however, and a trouble making sailor could quickly find themselves before the captain's mast or even tossed into the brig with enough repeat offenses.   Knotwork: Sailors have to work with rope, or line as we call it, on a daily basis. Everything that's supposed to move on a ship is secured with line in some form, so it was imperative that sailors know how to untie and retie line with the proper knots for the job. There's an inherent skill involved with knotwork, and some sailors took it to extreme levels out of boredom. Some knotting configurations can actually look like pieces of art once they're completed, and sailors would sometimes compete with one another to see who could create the most intricate and visually pleasing knots. Try searching for decorative or sailing knots for inspiration, and maybe learn how to make some yourself!   Contests and Brawling: When you get a bunch of burly men together there will inevitably be competition between them in some fashion. Sailors are a competitive lot, and they would find any excuse to show off their various skills. Contests of strength and dexterity were very common, often manifesting as arm wrestling, weight lifting, dagger throwing and sometimes even shooting competitions if the captain allowed it. There were also plenty of times where the crew wished to beat each other bloody either for sport or to settle a grudge. And if the officers allowed it they may be able to settle their differences in a wrestling or boxing match. Some captains (typically pirates) may have allowed the use of a knife or sword, declaring the first man to draw blood as the victor. Obviously such acts were situational as the captain likely didn't want to lose any of his men over something so trivial. But any contest aboard the ship was always a spectacle for the crew and a chance to cheer on their favorite shipmates. And while competition between the crew was stiff already, it paled in comparison to the competitions held between two different ships. Crews were fiercely loyal to their ship, their shipmates and their captain, so any chance to defend their honor was taken with gusto by the crew.   Insults: Sailors are notorious for their inherent need to swear and spout profanities in practically every other sentence, which is entirely a consequence of their high stress and claustrophobic lifestyle. However, you might not know that insulting one another actually became an art form for the bored sailors of the past. If you could creatively insult someone rather than resorting to base swears you were seen as a cut above the rest. The best insulters would sometimes start contests of 'vinegar talk' to see who was the most creative of the bunch. The rules were you couldn't insult your opponent with any previously used insult, so contestants really had to flex their lexicons in order to come out on top. Forget rap battles, sailors had that shit figured out centuries before the mic was even invented.   Storytelling: Everyone loves a good tale as well, and sailors were no different. But the same old stories tended to get boring after hearing them day after day at sea, so sailors were often encouraged to 'spice things up' with twists and exaggerations to make the story more interesting. There's a reason why 'fish tale' is analogous to an over-the-top, unbelievable story, because sailors were always trying to outdo and out boast each other with their accomplishments. Sanderson bagged a governor's daughter at port call last month? Well Mason bedded a princess! And her mother the queen to boot!! The artistry of fish tales was making the tale sensational enough to entertain, but just believable enough that people were less likely to call you out on your obvious embellishments. Keep upping the ante and eventually someone is going to call your bluff.   Additionally there are other activities that sailors may have engaged in if they had the time and supplies to do so, such as fishing, swimming, woodcarving and reading. Other kinds of competition may have also arisen such as tug-of-war or maybe even a drinking contest if the ship had some extra supplies laying around before a port call. As long as the supplies could reasonably fit on the ship and they weren't considered contraband then there was no limit to what the sailors could bring with them to keep themselves entertained on their off hours.   Crime and Punishment   It was an unfortunate truth that sailors sometimes had to be punished for unlawful actions committed while underway. Minor offenses would be punished by the sailor's direct supervisor. Denying the sailor food or special rations was a popular form of petty punishment, as was assigning extra duties or watch hours to give the sailor more work and to deny them time for recreation. The worst punishment for minor offenses was a pay cut, which the sailors sorely needed in order to provide for themselves and their families.   However, when it came to major offenses, that was when the Captain would have to get personally involved. And it was no small thing either. For military vessels, the Captain would have the sailor dress in his best uniform and stand before the Captain's Mast, which was typically the mizzenmast since it had the most space available around it. The Captain would be seated at a table covered with a green tablecloth, and his junior officers would be sitting next to him as attendants. This is why a formal punishment at sea is sometimes called 'getting masted' or 'going before the green cloth'. Then the punishment would proceed as an actual trial. Evidence would be brought forth from testimonies, and the defending sailor would be given a chance to plead his case. Then the Captain would take in all the presented facts and issue an appropriate punishment to suit the crime. Most might assume that the Captain would just throw the sailor in the brig and be done with it, but that's not the case. Keeping a sailor in the brig meant keeping a trained deckhand off work and out of the duty rotation, and it was an extra mouth to feed that wasn't earning its keep. If a Captain could avoid the brig they would do so, and they often issued punishments that either harmed or ridiculed the sailor so that they would never attempt to disobey again. Whipping was a common punishment, as was lashing the sailor to the mast and letting them bake in the sun for a few days. But one of the most iconic punishments of the age of sail was 'keelhauling'. The accused sailor would be tied up around his waist and supported under the armpits, then the excess line would be lashed to the bow of the ship and the sailor tossed overboard. The line would be adjusted so that the sailor's head would remain above water, but then he was left in the water to be dragged along (or hauled, if you will) by the ship for a time. Besides the risk of drowning, the sailor's skin was often sliced to ribbons from rubbing up against the barnacles that built up along the hull. After a day or two the sailor would be hauled back up and hung from the yardarm by his armpits so that he could be mocked and ridiculed by the rest of the crew. Once the Captain decided the sailor had enough he would be cut down and put right back to work.  

    Food and Preservation

      Food is vital for life, and good food is always a welcome luxury. For men of the sea this is especially true since food preservation was a tricky thing before the invention of modern refrigeration, and they needed to have enough food on board to last them several weeks at a time. Sailors did typically have an enclosed stove or oven on board the ship because, even though the whole ship was a fire hazard, fire is an incredibly useful thing to have when you need it. So sailors did have access to fire when cooking their meals, and most of their meals revolved around boiling the food in large cauldrons since that was the fastest, most efficient way to feed a large crew three times a day. But in terms of quality there was often much left to be desired. The good perishable food was always the first to go since it would go bad in a few days time anyway, so the first few days underway were often the tastiest for the crew. But once those rations depleted it was back to hard-tack and gruel and maybe some saltpork or other meats that were properly preserved. And by 'properly preserved', I mean that the food still had enough parts of it that were edible which the maggots and other vermin stowed away on the ship hadn't gotten to yet. Or at the very least the inedible parts could be removed without sacrificing too much of the food.   Since preserved food often lacked the taste of fresh fare, sailors were always on the lookout for opportunities to fatten their stores and give the cook something pleasant to work with for a change. To this end ship's would often carry fishing nets and harpoons in order to harvest the bounties of the sea. They also made a habit of keeping certain goods on board that they knew they could trade to any foreign peoples they might encounter along their journey for fresh foodstuffs. Typically they would trade away relatively cheap things like textiles, beads and thread in exchange for fresh fruits, meats and vegetables.   Health, Sanity and Superstition   Health is a major concern for sailors, as much of a concern as fire or flooding in some situations. While it's true that sailors often suffered from maladies related to malnutrition, general sickness and fevers aboard ships could be deadly if left unchecked. The close confines of ship life meant that a sickness could rapidly spread among the crew. To combat this captains would regularly require their men to scrub the ship and themselves to stave off illness, and it kept the ship looking nice to boot. And if a crewman did fall sick, he was immediately quarantined below decks to ensure his sickness wouldn't spread. But while physical health was somewhat understood by sailors, mental health was another matter.   And as an aside, seasickness is also no joke. Speaking from experience I always suffer a bout of it when I have to get underway again after being ashore for more than a few weeks. It's something that people can become accustomed to, but unless you're already acclimated then everyone will suffer from it the first time. Unless you're one of those people born with a mutated inner ear then your sense of equilibrium is gonna get thrown off. If a sailor ever tries to tell you that he's never been seasick then either he's literally been on ships and off land for most of his life, or more likely he's lying to your face. The typical stages of seasickness are sudden exhaustion or lethargy, then a headache, and then you'll feel that tell-tale pang in your stomach. Thankfully there are remedies such as chewing ginger root, or just eating some small, easily digestible food so your stomach has something to focus on rather than the floor moving under your feet. And, typically, once you vomit the first time you tend to feel better for a while. Otherwise the best cure for it is to lie down and ride it out, assuming you're not on duty of course.   Mental health aboard ships was a tentative thing. When you're underway on the open ocean, with nothing to look at but the vast blue before you, the open sky and clouds, and the same faces day after day for months on end, it's enough to wear down even the toughest men. It's inevitable that sailors would reach a breaking point sometime during the journey where they simply could not function and would snap at even the smallest slight against them. Captains recognized this kind of stress and would deal with it in their own fashion. Some captains would be kind and allow the crewman to rest for the day, but others might shame or beat the 'laziness' out of their crew to get them back in line. And if a sailor had been underway for long enough he might start to develop... 'quirks' that would be seen as madness by any time period. Auditory and visual hallucinations weren't uncommon on extended voyages, and some of the recurring hallucinations might even be the cause of some popular sea myths. For example, say you're out above decks in the evening when the sun is down, and all you have is the moonlight to guide your way. If you look over the side and watch the sea foam being kicked up by the ship's wake, and if you happen to be tired, stressed or drunk at the time, then that sea foam could very well remind you of a woman's hair. And then if this reminds you of a song you once heard sung by a woman that you fancied, you might actually wind up hallucinating that you can hear the woman singing the song right there out on the waves. Men have leaped overboard for lesser reasons than imagining they could see or hear a woman in the sea and wanted to slake their lust for the night. It also didn't help that a ship's ballast could have been made of lead, and before lead poisoning discovered the ballast was often exposed so anyone could walk by it or touch it as they wanted to. So even though mental health issues were rarely understood back in the age of sail, it doesn't mean they didn't happen. In fact they happened often enough that becoming a sailor was sometimes seen as a cursed profession.   And then there's the rampant superstition among sailors. Speaking from personal experience, I cannot even begin to explain how true this is. Imagine you're out on deck and suddenly a line snaps that you SWORE you just checked an hour ago. Or maybe you're wandering around below decks and seem to trip on something, only to look back and see that there's nothing there. There are dozens of occurrences per day on a ship that can't readily be explained away in the moment, so sailors tended to make up their own rationale. And despite our modern day level of education, superstition at sea has survived even into the modern day. Some of the gunner's mates that I work with told me stories about how they always put an unlit cigarette next to one of the firing mechanisms for the big gun because whenever they didn't it would somehow always tend to seize up and misfire. They called it Ol' Smokey cause, apparently, Ol' Smokey wouldn't work without his smokes. Could these things be explained away by natural causes? Absolutely. But when you're stressed, under educated and just looking for an explanation, superstition is a handy answer to sum up all the strangeness and misfortune that can happen aboard a ship.
     
     
     
     

    ПРЕСЛЕДОВАНИЕ

      Если два корабля стремятся держаться друг от друга подальше, то боя не происходит.   Если два корабля стремятся сблизиться друг с другом, никаких проверок не проводится, оба судна считаются преследователями и получают автоматические успехи.   Если же один корабль пытается сблизиться, а второй этого не желает, происходит преследование.   Капитаны кораблей совершают встречную проверку управления судном - проверку Мудрости (водный транспорт). Цель - получить 5 успехов этой встречной проверки.   Если 5 успехов первым набирает капитан убегающего судна, он отрывается и скрывается от преследования (скрывается в шторме, уходит через рифы, повреждает преследователю руль и т.п.). Если 5 успехов первым набирает преследующий корабль, корабли сходятся на расстояние абордажа.   Разница в скорости кораблей дает бонус на проверку управления судном. Превышение скорости на каждые 5 футов дает +1 к проверке (скорость кораблей берем из UA: Of Ships and the Sea). Урон оснастке ведет к уменьшению скорости корабля. При наличии нескольких движителей, корабль может переключиться на другой за раунд. При использовании сразу двух движителей, вторичный дает прибавку к скорости в размере половины доступной.   Опытность команды также дает бонус или штраф к проверке управления судном.   Если корабль управляется недостаточным количеством команды (от требуемого значения до половины - например, для парусного судна от 15 до 29), все проверки управления совершаются с помехой. При количестве экипажа меньше половины необходимого, проверки проваливаются автоматически.   Расстояние между кораблями зависит от количества успехов, которые набрал преследователь:   0 успехов: 800 футов   1 успех: 400 футов   2 успеха: 200 футов   3 успеха: 100 футов   4 успеха: 50 футов   5 успехов: корабли сходятся на расстояние абордажа   Если преследователь желает оставаться от убегающего на определенном расстоянии для ведения огня из осадного оружия, то он все равно должен набрать определенное количество успехов для сближения на необходимое расстояние. Убегающий по-прежнему может оторваться, если наберет 5 успехов.  
    Пример: Капитан Барбосса хочет расстрелять своего противника капитана Тернера из пушек с расстояния 200 футов. Для этого капитану Барбоссе нужно выиграть в двух проверках против капитана Тернера для выхода на нужное расстояние. После того, как Барбосса сблизился на 200 футов и начал вести огонь. Встречные проверки управления кораблями по-прежнему проводятся. Но теперь Барбоссе успехи не важны, и он их больше не набирает, так как не собирается сближаться дальше, но Тернер продолжает считать свои успехи и уходит из-под огня Барбоссы, если наберет 5 успехов. И будет еще на плаву, конечно…
      При сближении кораблей, при наличии осадной артиллерии и дальнобойного оружия, противники могут обмениваться дальними атаками, если находятся в пределах дальности атаки.  

    Дальнобойное оружие.

      Члены экипажа, не задействованные в управлении кораблем и вооруженные дальнобойным оружием могут совершать атаку и до абордажного боя. Мораль команды противника считается также, за исключением, что во время дальнего боя за счет укрытия и малого количества атакующих (во время абордажа их намного больше), команды имеют дополнительные временные 2 очка Морали, которые исчезают при начале абордажного боя.   Различные улучшения корабля могут дать дополнительные временные очки Морали, Атаку и Защиту команде.   За счет частичного укрытия команда корабля имеет +2 к Защите от атак дальнего боя.   Дальнобойное оружие команды неэффективно против корпуса, оснастки корабля и орудий.  

    Осадные орудия.

      Осадные орудия могут вести огонь целенаправленно на выбор: корпус, оснастка, команда и орудия.   Урон оснастке (паруса, весла, такелаж) приводит к потере скорости корабля вплоть до полной остановки.   Урон корпусу корабля (борта. палуба) может привести к затоплению судна. При снижении хитов корпуса до половины, проверки управления данным судном совершаются с помехой.   Урон команде считается как и при абордажном бое - 1 урон Морали наносится за каждые 20 нанесенных единиц урона.   Урон орудиям приводит к выведению их из строя.   Красный - орудия не могут вести огонь   Желтый - орудия ведут огонь с помехой   Зеленый - орудия ведут огонь без помех  

    АБОРДАЖ

      При сближении на расстояние абордажа корабли считаются сцепившимися и притянутыми друг к другу.   Команда имеет 3 характеристики: Атака, Защита и Мораль   Бонус атаки команды и защита зависит от опытности команды.   Мораль команды = опытность команды + половина бонуса мастерства капитана.   За каждые 10 членов команды больше/меньше членов команды противника = +/- 1 к Атаке и Защите   Победа/поражение в предыдущем раунде = +1/-1 к Атаке и Защите (складывается)   Различная экипировка может модифицировать атаку и защиту.   Мораль может быть модифицирована различными действиями капитана или офицеров (например, Вдохновляющий Лидер дает команде +1 Морали при произнесении речи).   Атака, Защита и Мораль могут быть модифицированы различными сиюминутными модификаторами, на усмотрение ДМа.   Переход на палубу корабля противника занимает действие, если нет особых улучшений корабля для этого (ворон).   Команды дерутся друг с другом на инициативе 0, в то время как офицеры дерутся с офицерами противника по общим правилам ДнД. Команды действуют одновременно, поэтому может быть ситуация их взаимного разгрома.   На своей инициативе команда совершает бросок атаки против Защиты команды противника. При успешном броске атаки Мораль команды противника снижается на 1.   Сами сражающиеся команды не выставляются на поле боя - они сражаются фоном. Однако, при наличии сражающейся своей команды на палубе, офицеры получают все преимущества Тактики Стаи: для любых подобных способностей считается, что рядом с противником находится твой союзник.   Команда, чья Мораль понижается до 0, прекращает сопротивление и сдается/разбегается/уходит в защиту, то есть теряет свою боеготовность.   После сражения за каждое полученное повреждение морали определяются потери команды - 1к3 за каждое потерянное очко Морали. При количестве членов команды больше 20 потери составляют 1к3 за каждых 20 членов команды (2к3 при составе 21-40, 3к3 при 41-60, и т.д.). Это число погибших членов команды.   Число раненых (серьезные ранения, а не случайные царапины) = удвоенному количеству погибших.   Если вражеский капитан с офицерами повержен, команда прекращает сопротивление и сдается, даже если она еще имеет Мораль. Хотя какие-нибудь несдающиеся фанатики могут продолжать сражение до конца...   Если бой между командами закончен победой одной из них, а офицеры еще сражаются, то каждый раунд победившая команда может совершить атаку по каждому сражающемуся офицеру противника, имея преимущество на атаку.   Примеры улучшений команды:  
  • Корабельный врач уменьшает количество раненых и убитых по исходу боя.
  • Мастер по оружию увеличивает атаку и защиту команды.
  • Мастерское оружие/броня увеличивает атаку/защиту команды на 1.
  • Щедрая оплата команде увеличивает Мораль команды.
  • Особые тренировки увеличивают опытность команды в определенных направлениях.
  • Победа в бою сразу повышает Мораль команды на 1 (даже выше базового значения).
  • Отдых в порту восстанавливает Мораль команды (не выше базового значения).
  • и т.п.
  • Опытность команды

     
  • Сухопутные крысы - Мораль 1, Атака +0, Защита 10, бонус навыка -1
  • Салаги - Мораль 2, Атака +1, Защита 11, бонус навыка +0
  • Нюхнувшие ветра - Мораль 3, Атака +2, Защита 12, бонус навыка +1
  • Бывалые - Мораль 4, Атака +3, Защита 13, бонус навыка +2
  • Морские волки - Мораль 5, Атака +4, Защита 15, бонус навыка +3
  • Бонус навыка - тот бонус, который получают офицеры на проверки характеристик при взаимодействии с командой.   Опытность повышается на усмотрение ДМа и сюжета.   При сражении команды с большими и страшными НЕХ, правила боя становятся смешанными.   Команда считается единым существом, занимающим все пространство корабля, со следующими характеристиками:   За каждое очко Морали команда имеет 20 хитов.   Команда имеет бонус атаки, в зависимости от своей опытности.   Команда имеет урон, равный 1д6 + бонус атаки при рукопашном бое, или 1д8 + бонус атаки при дальнем бое.   Команда за действие может совершить 1 атаку с преимуществом за каждый 10 ее членов (так Команда из 40 человек может совершить 4 атаки в раунд).   При снижении хитов до половины, команда больше не имеет преимущество на атаку.   Большое и страшное существо имеет дополнительное действие для сражения именно с командой. То есть, при сражении, например, с кракеном, кроме обычных атак по персонажам, дополнительно кракен может атаковать и по команде своими щупальцами.   Да, большие и страшные монстры опасны для неписей...  

    ДОПОЛНИТЕЛЬНЫЕ ЭЛЕМЕНТЫ…

      ... которые появляются время от времени, так как невозможно сразу предусмотреть все моменты. Не все они проверены на практике, поэтому пока идут отдельной статьей. Появлялись по мере всплывания вопросов...  

    Пожар на корабле.

      При нанесении урона огнем некоторых заклинаний, корабль и оснастка может загореться. Корабль совершает спасбросок Стойкости (свой собственный из UA), и при провале загорается. Горящий корабль получает огненный урон 1д6, увеличивающийся на 1д6 каждый раунд. Начиная с третьего раунда имеется 50%, что огонь перекинется на другие элементы корабля (с корпуса на оснастку или орудия, или наоборот). Бросок на перекидывание огня совершается для каждого элемента отдельно.   Боцман может направить часть экипажа на тушение пожара, проходя проверку Мудрости (Выживание). При успехе пожар тушится.   Если перед боем намочить паруса и палубу, это дает судну преимущество на спасбросок от возгорания, но снижает управляемость судна, предоставляя штраф -1 на проверки управления.  

    Огненные стрелы.

      Команда может вести стрельбу зажигательными снарядами. Повредить оснастку таким образом они не могут, но могут поджечь их. При успешном попадании зажигательным снарядом, Сложность спасброска от возгорания = 12 + бонус навыка команды.  

    ОФИЦЕРСКИЕ ЧЕРТЫ

      Данные черты открывают дополнительные офицерские возможности персонажей. Сбалансированы таким образом, чтобы персонажи не теряли своей эффективности в общей канве подземелий и драконов.   Черты придумывались по мере того, как игроки интересовались возможной должностью.  

    Тренировка капитана

      = +1 Харизма   = Владение навыком Запугивание.   = Владение водным транспортом.   = Сердце корабля: за действие ты можешь выдать приказ любому из офицеров на палубе, давая ему бонус +2 на любые проверки, необходимые для исполнения данного приказа.   = Выпустить им кишки!: за действие ты можешь вселить страх в сердце врага. Все враждебные существа, которые могут тебя видеть, слышать и понимать, должны пройти спасбросок Мудрости против Сл = 8 + твой модификатор Харизмы + бонус мастерства или стать напуганными. В конце каждого своего хода они могут повторить спасбросок. Успешный спасбросок делает существо невосприимчивым к последующим попыткам запугать на 24 часа.  

    Тренировка боцмана

      = +1 Выносливость   = Владение навыком Выживание.   = Владение плотницким инструментом.   = Починка судна: имея достаточное количество стройматериала, когда корабль встает на якорь на длительный отдых, ты посылаешь команду подлатать корпус и такелаж, восстанавливая количество хитов, равное 1д10+модификатор Выносливости корабля, но не больше половины урона, полученного в последнем сражении. При большом уроне восстановление может занять несколько дней.   = Аварийная починка: во время боя ты можешь действием направить часть экипажа на устранение повреждений корабля. Пройди проверку Мудрости (Выживание) Сл 15 и при успехе корабль получает 1д6 + твой модификатор Мудрости временных хитов или заканчивается пожар на палубе или на такелаже.  

    Тренировка квартирмейстера

      = +1 Интеллект   = Владение навыком Анализ.   = Владение навигационными приборами.   = Знаток рынка: при продаже Добычи ты получаешь +2 к проверке и получаешь на 10% больше золота.   = Запасливые карманы: пройди проверку Интеллекта (Анализ), чтобы найти в своих закромах нужный предмет. Сложность варьируется от редкости предмета - обычные (Сложность 10), необычные (Сложность 15) и редкие (Сложность 20).  

    Тренировка мастера-оружейника

      = +1 Сила   = Владение навыком Атлетика.   = Владение абордажным оружием.   = Боевая тренировка: экипаж под твоим командованием получает +1 бонус на атаку и защиту.   = Вдохновение: действием пройди проверку Харизмы (Дипломатия или Запугивание) Сл 15, и при успехе лучники или абордажная команда получают преимущество на следующую атаку.  

    Тренировка мастера осадных орудий

      = +1 Ловкость   = Владение навыком Восприятие.   = Владение осадными орудиями.   = Пристрелка: управляя орудием, ты получаешь +1 к атаке после каждого промаха (накапливается до максимума +5), и +2 к урону после каждого попадания (накапливается до максимума +10)   = Общее наведение: действием пройди проверку Мудрости (Восприятие) Сл 15, и при успехе все осадные орудия корабля получают твой бонус мастерства на атаку на следующий выстрел.  

    Тренировка корабельного врача

      = +1 Мудрость   = Владение навыком Медицина.   = Владение набором травника или алхимическим набором.   = Нюхательная соль: при стабилизации персонажа успешной проверкой Медицины, персонаж получает 1д6 хитов.   = Перевязка ран: по завершению абордажного боя пройди проверку Мудрости (Медицина) Сл 15, и при успехе ты уменьшаешь безвозвратные боевые потери на треть, как у своей команды, так, по желанию, и у команды противника. Раненые под присмотром врача исцеляются в 2 раза быстрее.  

    Инвентарь

      Абордажная пика = 8 зм, 9 фн. (абордажное рукопашное оружие)   1д8 колющего урона = Тяжелое, двуручное, досягаемость, зацеп   Абордажная кошка = 6 зм, 4 фн (с веревкой 14 фн). (абордажное дальнобойное оружие)   1д4 колющего урона = Метательное (20/50), зацеп, подтягивание   Гарпун = 5 зм, 6 фн (с веревкой 16 фн). (боевое дальнобойное оружие)   1д6 колющего урона = Метательное (30/120), зацеп, подтягивание   Новое свойство оружия: Зацеп   После успешного попадания атакующий может автоматически зацепить цель (цель получает статус зацеплен). Пока оружие в зацепе, оно не может использоваться против других целей.   Новое свойство оружия: Подтягивание   Если к метательному оружию прикреплена веревка, то атакующий после броска может за бонусное действие подтянуть его обратно к себе.  

    Новое состояние: Зацеплен

     
  • Зацепленное существо не может отдалиться от зацепившего.
  • Зацепленное существо может попытаться действием снять зацеп, совершив проверку Ловкости (Акробатика) или Силы (Атлетика) против проверки Силы (Атлетика) зацепившего.
  • Зацепивший может попытаться действием подтянуть зацепленное существо к себе на 15 футов, совершив проверку Силы (Атлетика) против проверки Ловкости (Акробатика) или Силы (Атлетика) зацепленного существа. Если существо на два размера больше зацепившего, на проверку налагается помеха, и расстояние, на которое можно подтянуть зацепленное существо снижается до 5 футов.
  •    

    ОРУДИЯ

      SIEGE WEAPON PROPERTIES   The following rules replace the ones given for siege weapons in the DMG. They introduce slightly modified mechanics to range and damage.   GUNNERS   Each cannon requires a certain number of gunners in order to load aim, and fire them. There are no proficiencies required to act as a gunner, but acting as one renders you unable to take other actions. The "Required Gunners" is the minimum number that must be assigned for that cannon to be operable. Remember that this number is not compared to the total number of crew, but that crew is a finite resource assigned to cannons. Cannoneers and the Master Gunner (who doubles as a cannoneer) each count as 1 Gunner.   • So, if you have 4 gunners (including your canoneers) and 3 Light Cannons (Required Gunners: 2) only 2 of the cannons may be active at the same time.   Out of combat, you may assign people however you like to siege weapons- when initiative is rolled it is assumed that they take their positions. Once in combat, an “Assign Position” Action is required to change their locations. Be sure to note if you have enough crew assigned to man a cannon “Efficiently”.   ATTACKS AND DAMAGE   Siege Weapons do not add any modifiers to their attacks or damage with the exception of Carronades, which add the highest dexterity modifier of those manning it to its damage.     PHYSICAL LOCATIONS   In Naval Combat, the location of siege weapons are not tracked except their side of the ship, port or starboard If you have more than 2 Cannoneers, you may wish to further track which deck ships are on for the sake of control It takes 5 minutes to change the side a weapon is positioned on.   AMMUNITION   The Ammunition property is the same as in 5e.   Documentary Mode: Each cannon requires a different ammunition stock, an each shot utilizes black powder (BP).   • Carronade: 1 lb. Cannonball, 1 unit BP   • Light Cannon: 4 lb. Cannonball, 1 unitBP   • Medium Cannon: 1 5 lb. cannonball, 2 units BP   • HeavyCannon: 32 lb. cannonball, 3 units BP   • Culverin: 1 5 lb. cannonball, 2 units BP   HP   At Ohp, a siege weapon becomes broken. A broken weapon cannot be fixed using tinker's tools. Smith's tools, and a furnace are required to repair it at 1/4 the cost of the weapon (for materials) These repairs take one hour. Weapons are immune to Psychic and Poison damage.   RANGE   While similar to normal ranged attacks, siege weapons gain a bonus to hit huge or larger targets (such as all ship) that are within first range listed The second and third numbers are the same as those for any other ranged weapon (normal and maximum range, respectively) Due to the length of their barrels or size of the machine, no siege weapon can attack targets within 5 ft of them.  

    Осадные орудия

      Легкая баллиста (АС 15; 40 хитов; 2 человека) +6 атака; 3д6 колющего урона; дальность 100/400   Тяжелая баллиста (АС 15; 50 хитов; 3 человека) +6 атака; 3д10 колющего урона; дальность 120/480   Легкий мангонель (АС 15; 75 хитов; 4 человека) +5 атака; 5д6 дробящего урона; дальность 200/800 (но не ближе 60)   Тяжелый мангонель (АС 15; 100 хитов; 5 человек) +5 атака; 5д10 дробящего урона; дальность 200/800 (но не ближе 60)   Перезарядка 2 раунда   Требушет (АС 15; 150 хитов; 5 человек) +5 атака; 8д10 дробящего урона; дальность 300/1200 (но не ближе 60)   Перезарядка 2 раунда   Спрингалд (АС 15; 100 хитов; 5 человек) +5 атака; 3д8 колющего урона; 10-футов радиус в пределах 200/800 (но не ближе 60) Перезарядка 2 раунда   Драконий огонь (АС 15; 75 хитов; 3 человека) Ловкость Сл 15 на половину; 6д6 огненного урона; 60-футов линия   Перезарядка 2 раунда   При нехватке расчета орудия, скорость атаки падает соответственно. То есть, необходимость 3 человек для ведения огня означает, что для стрельбы нужно потратить 3 действия. 1 человек также может стрелять из орудия, но раз в три раунда

     
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