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− | Inro to the Ghost of Saltmarsh/Savage Tide Setting | + | Inro to the Ghost of Saltmarsh/Savage Tide Setting |
[[File:Ghost_of_Saltmarsh.jpg|700px]] | [[File:Ghost_of_Saltmarsh.jpg|700px]] | ||
+ | notes | ||
==THE HEROES== | ==THE HEROES== | ||
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| [[Borgar Silverfist | '''Borgar Silverfist''']] || @Talisman || Paladin 3 || Orc || CG || 16 || 28 || 30ft || 3 || Darkvision 60ft, Relentless Endurance, Savage Attack, Divine Sense (3), Lay on Hands (15), Divine Caster, Divine Smite, Abjure Enemy, Oath of Enimity | | [[Borgar Silverfist | '''Borgar Silverfist''']] || @Talisman || Paladin 3 || Orc || CG || 16 || 28 || 30ft || 3 || Darkvision 60ft, Relentless Endurance, Savage Attack, Divine Sense (3), Lay on Hands (15), Divine Caster, Divine Smite, Abjure Enemy, Oath of Enimity | ||
|- | |- | ||
− | | | + | | '''[https://www.dndbeyond.com/profile/Aikireikinu/characters/46717313 Zuri]''' || @Aikireikinu || Monk 3 || Wood Elf || NG || 16 || 24 || 45ft || n/a || Darkvision 60ft, Fey, Fleet of Foot, Keen Senses, Mask of the Wild, Unarmored Defense, Martial Arts, Ki 3/3, Disciple of the Elements, Fist of Unbroken Air, Rush of the Gale Spirits |
|- | |- | ||
− | | | + | | NPCs |
|- | |- | ||
| [[Eckanem Itthoball | '''Eckanem Itthobaal''']] || @JasonELeigh || Wizard 3 || Dragonborn || NG || 15 || 20 || 30ft || 4/4, 2/2 || Breath Weapon, Resistant to Fire, Arcane Spellcasting, Arcane Recovery, Tactical Wit, Aracne Deflection | | [[Eckanem Itthoball | '''Eckanem Itthobaal''']] || @JasonELeigh || Wizard 3 || Dragonborn || NG || 15 || 20 || 30ft || 4/4, 2/2 || Breath Weapon, Resistant to Fire, Arcane Spellcasting, Arcane Recovery, Tactical Wit, Aracne Deflection | ||
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:Stairwell up to the attic and down to the kitchen | :Stairwell up to the attic and down to the kitchen | ||
The attic is full of broken furinture and other random items, some cooking ware | The attic is full of broken furinture and other random items, some cooking ware | ||
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===Treasure and Magic=== | ===Treasure and Magic=== | ||
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:Rapier? (is magical) | :Rapier? (is magical) | ||
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Potions: | Potions: | ||
− | :Potion of Water Breathing (6 | + | :Potion of Water Breathing (6) |
:Oil of Slipperiness | :Oil of Slipperiness | ||
:Potion of Diminution | :Potion of Diminution | ||
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==RULE SETTING== | ==RULE SETTING== | ||
− | This game was originally built as a D&D/Greyhawk world but has expanded | + | This game was originally built as a D&D/Greyhawk world but has expanded. The following rules setting have no effect on the Setting information present below. |
− | ===D&D 5th edition | + | ===D&D 5th edition=== |
− | * Dungeons & Dragons 5th edition Players Handbook basics | + | CHARACTER CREATION |
+ | * Dungeons & Dragons 5th edition Players Handbook basics | ||
* 2nd level Character Class | * 2nd level Character Class | ||
* Hit Points Max at 1st level and the the Average for every level after that. | * Hit Points Max at 1st level and the the Average for every level after that. | ||
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* All the species from the PHB except the '''Drow''' (no real underdark on this world) or '''Half-Elves'''. '''Half-Orcs''' are just called Orcs, with the 'Half' Orc being more a nickname for the more civilized kind (most Orcs are part of a heavy pirate/Viking raider culture). '''Humans''' gain the basic +1 bonus to all six stats and also gain Proficiency bonus in one additional Skill or Tool or Vehicle type of choice (Water craft is very common in this setting). For Gnomes add Green Camouflage (You have advantage on Dexterity [stealth] checks to hide in forest or jungle terrain) for '''Forest Gnomes''' and Stone Camouflage (You have advantage on Dexterity [stealth] checks to hide in rocky terrain) for '''Rock Gnome'''s. Also allowing are the '''Triton''' (as per Volo's Guide to Monsters). I am ok with the racial Feats from XGE along with the spells found there. | * All the species from the PHB except the '''Drow''' (no real underdark on this world) or '''Half-Elves'''. '''Half-Orcs''' are just called Orcs, with the 'Half' Orc being more a nickname for the more civilized kind (most Orcs are part of a heavy pirate/Viking raider culture). '''Humans''' gain the basic +1 bonus to all six stats and also gain Proficiency bonus in one additional Skill or Tool or Vehicle type of choice (Water craft is very common in this setting). For Gnomes add Green Camouflage (You have advantage on Dexterity [stealth] checks to hide in forest or jungle terrain) for '''Forest Gnomes''' and Stone Camouflage (You have advantage on Dexterity [stealth] checks to hide in rocky terrain) for '''Rock Gnome'''s. Also allowing are the '''Triton''' (as per Volo's Guide to Monsters). I am ok with the racial Feats from XGE along with the spells found there. | ||
* Hero Points from the DMG pg. 264 | * Hero Points from the DMG pg. 264 | ||
− | * Start with a beginning Feat of choice at 1st level (from the PHB or XGE | + | * Start with a beginning Feat of choice at 1st level (from the PHB or XGE) |
* Start with the begining background and class gear plus an additional 150 gold pieces worth of gear. Unspent gold is lost (only start with what you would gain from your background). | * Start with the begining background and class gear plus an additional 150 gold pieces worth of gear. Unspent gold is lost (only start with what you would gain from your background). | ||
* For Navel Ships and Crews using ideas from the '''Ghosts of Saltmarsh''' adventure. | * For Navel Ships and Crews using ideas from the '''Ghosts of Saltmarsh''' adventure. | ||
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− | + | Yes using Explosives & Firearms (Blackpowder) weapons from the DMG pg. 267. The only rule is the these firearms have the Exra-Loading (2) feature instead of Loading feature, which requires 2 full Actions to reload. Cannons have an even long Extra Loading times. There is also additional gear found in both Prirate Adventures and Naval Combat that can come in handly but will introduce as the game goes on (especially when you gain your own ship). | |
− | Explosives & Firearms (Blackpowder) weapons from the DMG pg. 267. | ||
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==THE TEN THOUSAND ISLE SETTING== | ==THE TEN THOUSAND ISLE SETTING== | ||
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'''The Azure Sea'''. The Azure Sea has long been a turbulent body of water in every sense. Its storms have sent countless ships to their doom, and warfare of one sort of another is conducted across its surface all the lime. Pirates affiliated with the Sea Princes, along with independent marauders, prey on ships that attempting to cross it to other civilized isles. Strange monsters, including vicious dinosaurs from the southeastern island chains of '''''Ameclio''''', emerge from below its waves from time to time. | '''The Azure Sea'''. The Azure Sea has long been a turbulent body of water in every sense. Its storms have sent countless ships to their doom, and warfare of one sort of another is conducted across its surface all the lime. Pirates affiliated with the Sea Princes, along with independent marauders, prey on ships that attempting to cross it to other civilized isles. Strange monsters, including vicious dinosaurs from the southeastern island chains of '''''Ameclio''''', emerge from below its waves from time to time. | ||
− | ==CULTURES OF THE | + | ==CULTURES OF THE ISLAND== |
BASIC HUMAN CULTURES | BASIC HUMAN CULTURES | ||
*Baklunish. These are golden-skinned humans. They dwell mostly on the Eastern part of the Island Archipelago chains. Many of their island nations have joined the Merchant League and their ships can been found throughout. | *Baklunish. These are golden-skinned humans. They dwell mostly on the Eastern part of the Island Archipelago chains. Many of their island nations have joined the Merchant League and their ships can been found throughout. | ||
*Flannae. These are the aboriginal inhabitants of the northern Archipelago Island chains, their bronze skin ranges from a lighter coppery hue to deep brown. Their hair tends to be wavy or curly, and from black to brown. They have strong, broad faces and sturdy builds. Many have immigrated to other Human Islands and migled well with the other nations. | *Flannae. These are the aboriginal inhabitants of the northern Archipelago Island chains, their bronze skin ranges from a lighter coppery hue to deep brown. Their hair tends to be wavy or curly, and from black to brown. They have strong, broad faces and sturdy builds. Many have immigrated to other Human Islands and migled well with the other nations. | ||
− | *Oeridian. These people have olive or tan skin and any color of hair from honey-blonde to black. The Oeridians founded the mighty Great Kingdom of the Easter-Northern Island Chain (on one of the | + | *Oeridian. These people have olive or tan skin and any color of hair from honey-blonde to black. The Oeridians founded the mighty Great Kingdom of the Easter-Northern Island Chain (on one of the largest Islands of the Archipelago) and co-founded the kingdom of Keoland (in the West-Nothern chain), so their influence on everything from language to culture in the A is considerable. |
*Olman. The Olman are a brown-skinned people found mainly in the tropics of Hepmonaland and the Amedio Jungle Islands of the Central Archipelago. Their hair is straight and black, and their eyes are very dark. They have high cheek bones and high-bridged noses. | *Olman. The Olman are a brown-skinned people found mainly in the tropics of Hepmonaland and the Amedio Jungle Islands of the Central Archipelago. Their hair is straight and black, and their eyes are very dark. They have high cheek bones and high-bridged noses. | ||
*Rhennee. The Rhennee have olive-toned skin like the Oeridians, but darker, curlier hair. They tend to be short, but wiry and strong. They are a very different people culturally, thought to have originated on another plane of existence. In the Archipelago, they exist culturally as nomadic sea wanders aboard great galleys where many of the live full time. While few of their ship-homes have joined the Merchant League they are on good terms with Greyhawk and many other members and enjoyed favored statues even through not members. | *Rhennee. The Rhennee have olive-toned skin like the Oeridians, but darker, curlier hair. They tend to be short, but wiry and strong. They are a very different people culturally, thought to have originated on another plane of existence. In the Archipelago, they exist culturally as nomadic sea wanders aboard great galleys where many of the live full time. While few of their ship-homes have joined the Merchant League they are on good terms with Greyhawk and many other members and enjoyed favored statues even through not members. | ||
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*'''Furyondy'''. Once a part of the Great Kingdom it gained its independence over two hundred years ago. Located in the south-western parts of the Archipelago, this island nation-state controls at least a dozen islands (most of only average size), but their navey is very strong (one of the strongest in fact) and they can be found through the Ten-Thousand Islands (both war and tradeships as they are also part of the Merchant League). | *'''Furyondy'''. Once a part of the Great Kingdom it gained its independence over two hundred years ago. Located in the south-western parts of the Archipelago, this island nation-state controls at least a dozen islands (most of only average size), but their navey is very strong (one of the strongest in fact) and they can be found through the Ten-Thousand Islands (both war and tradeships as they are also part of the Merchant League). | ||
*'''The Great Kingdom'''. Only a shell of its former glory, the island where the nation-state was first form is only partially held by them today. Other port cities on the island are full independent of the Kingdom which is now rumored to be lead by an undead 'Emperor'. | *'''The Great Kingdom'''. Only a shell of its former glory, the island where the nation-state was first form is only partially held by them today. Other port cities on the island are full independent of the Kingdom which is now rumored to be lead by an undead 'Emperor'. | ||
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*'''Kingdom of Iuz'''. A chain of some eight islands (of various sizes) in the north-eastern chain. Ruled over by luz, a supposedly mighty cambion (deamon) and demigod. These lands are dark and forboddin and almost no one trades directly with them. They have been at 'peace' with most other island nations however for over a hundred years. Most just assume their ruler is bidding his time for something. | *'''Kingdom of Iuz'''. A chain of some eight islands (of various sizes) in the north-eastern chain. Ruled over by luz, a supposedly mighty cambion (deamon) and demigod. These lands are dark and forboddin and almost no one trades directly with them. They have been at 'peace' with most other island nations however for over a hundred years. Most just assume their ruler is bidding his time for something. | ||
*'''Hold of the Sea Princes'''. Pirate nation formed by so-called Pirate Kings and Queens some 20 years ago. Many up of all species and cultures of the Archipelago. These islands are located in the south, far-western parts of the islands. | *'''Hold of the Sea Princes'''. Pirate nation formed by so-called Pirate Kings and Queens some 20 years ago. Many up of all species and cultures of the Archipelago. These islands are located in the south, far-western parts of the islands. | ||
*'''The Frost Islands'''. Located in the far southern parts of the Archipelago these islands are home to the Frost, Snow and Ice Barbarians tribes of Human, Dwarf and Elf origins. They are have similar cultures to the Blood Stone Orcs of the north but they are also just as likely to hire themselves out as mercenaries for a season or two. | *'''The Frost Islands'''. Located in the far southern parts of the Archipelago these islands are home to the Frost, Snow and Ice Barbarians tribes of Human, Dwarf and Elf origins. They are have similar cultures to the Blood Stone Orcs of the north but they are also just as likely to hire themselves out as mercenaries for a season or two. | ||
− | *'''Ironhold'''. The largest Nation-State of the Dwarfs is located in the southern extermes Island of the Archipelago on | + | *'''Ironhold'''. The largest Nation-State of the Dwarfs is located in the southern extermes Island of the Archipelago on one of the largest islands. This nation state has joined the Merchant League and Dwarf Ironclad ships due prowl the Seas to trade but most trade they conduct is at their own island markets. |
− | *'''The Steel Islands'''. Located in the south-eastern Island chain of the Archipelago is the island | + | *'''The Steel Islands'''. Located in the south-eastern Island chain of the Archipelago is the island Chain of Steel as it is called. Here the Dwarfs have a string of six islands where they dig deep into the volcanic mountains of the chain. They trade with the League but are not members (nor are the allied with Ironhold). Gnomes are also common here and are a few villages of Halflings and Human farmers who feed the nation. |
− | *'''Celene'''. Another large forested island located in the south-western Archipelago is where the Elf nation of Celene and is home to both High and Wood Elf. Somewhat isolationist they never the less have the Port of Green on | + | *'''Celene'''. Another large forested island located in the south-western Archipelago is where the Elf nation of Celene is located and is home to both High and Wood Elf. Somewhat isolationist they never the less have the Port of Green on the western coast where the trade with anyone who wishes to come (and stay peaceful). |
− | *''' | + | *'''Marsh Hilled Islands'''. Located in the north-western far fringes of the Archipelago are a seven islands chain where the Halflings hold sway and their rather peaceful nation sits. Two of the islands are full members of the Merchant League but the nations only have a few merchant craft that are manned by other species and a few Halfling captains. |
*'''Blood Stone Islands'''. This is a collection of Islands in the far northern exterme of the Archipelago where the Orcs (amd many of their Ogre allies) reside. Their culture is very 'Sea Raider' based. Most Trall warriors are farmers and herds people during much of the year but 'go a raiding' during the late summer period. Many peoples fear these raids as they do not consider anyone 'civilian' and they especially like to attack and pillage holy sites and places of worship. Their own gods encourage this among them. | *'''Blood Stone Islands'''. This is a collection of Islands in the far northern exterme of the Archipelago where the Orcs (amd many of their Ogre allies) reside. Their culture is very 'Sea Raider' based. Most Trall warriors are farmers and herds people during much of the year but 'go a raiding' during the late summer period. Many peoples fear these raids as they do not consider anyone 'civilian' and they especially like to attack and pillage holy sites and places of worship. Their own gods encourage this among them. | ||
*'''Ring of Surtr'''. Within the Blood Stone Islands these islands are inhabited by the Silfursvin clan of orcs, who dwelled on a small island chain. The central island of this chain, the largest, ad bares a volcano known as the Eye of Imix; clan legend held that a portal to the Underworld lay deep within it, and it was true that the mountain would at times disgorge terrible monsters: fiends, mutated animals, creatures of living lava, and worse. The Silfursvins believed it was their sacred duty to contain the horrors within the mountain, and their greatest warriors, the Andariddari, dedicated their lives to doing just that. Their patron was the god Silfurloginn, seen as an enormous silver boar with the silver scales of a dragon and tusks of fire, and whose sign was flames that burned silver. | *'''Ring of Surtr'''. Within the Blood Stone Islands these islands are inhabited by the Silfursvin clan of orcs, who dwelled on a small island chain. The central island of this chain, the largest, ad bares a volcano known as the Eye of Imix; clan legend held that a portal to the Underworld lay deep within it, and it was true that the mountain would at times disgorge terrible monsters: fiends, mutated animals, creatures of living lava, and worse. The Silfursvins believed it was their sacred duty to contain the horrors within the mountain, and their greatest warriors, the Andariddari, dedicated their lives to doing just that. Their patron was the god Silfurloginn, seen as an enormous silver boar with the silver scales of a dragon and tusks of fire, and whose sign was flames that burned silver. | ||
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*'''Crystalmist Islands'''. These huge volcanic islands are located on the far eastern fringes of the Archipelago chain. They are the location of some of the tallest islands in the Known World and many have no places for a ship to easily land on. They are for the most part inhabated only by Dragons and a few other wild flying beasts. This chain is made up of at least a dozen fairly large islands. | *'''Crystalmist Islands'''. These huge volcanic islands are located on the far eastern fringes of the Archipelago chain. They are the location of some of the tallest islands in the Known World and many have no places for a ship to easily land on. They are for the most part inhabated only by Dragons and a few other wild flying beasts. This chain is made up of at least a dozen fairly large islands. | ||
*'''The Sargasso Mire''': On the western half of the equator is a large expanse of brown sargassum seaweed and often calm water. It bounded by four currents forming an ocean gyre of unatually stable water where the seaweed has grown exponentially and is dangerous to sail even close too. Many an unprepaired ship has been trapped within the expanse and moved deeper into it. Legends say that some of these ship retain their treasure holds full of bouty. | *'''The Sargasso Mire''': On the western half of the equator is a large expanse of brown sargassum seaweed and often calm water. It bounded by four currents forming an ocean gyre of unatually stable water where the seaweed has grown exponentially and is dangerous to sail even close too. Many an unprepaired ship has been trapped within the expanse and moved deeper into it. Legends say that some of these ship retain their treasure holds full of bouty. | ||
− | + | ==EXTRA GEAR== | |
+ | :'''Bandana''' | 5 cp | ||
+ | :Colorful bandanas are used for sun protection or worn under a hat to make it more comfortable. | ||
+ | |||
+ | :'''Eye Patch''' | 5 cp | ||
+ | :Eye patches are worn to cover one eye and tie around the head, usually to cover injured or blind eyes. They are also worn to look more intimidating or to keep one eye covered when transitioning from the dim light of below decks to the bright sunlight above. | ||
+ | |||
+ | :'''Hat''' | 1 sp to 5gp | 1/2 lb to 2lbs | ||
+ | :Often worn by pirates for sun protection and style, such as bicorn and tricorn hats. | ||
+ | |||
+ | :'''Nautical Chart''' | 25 gp | ||
+ | :Nautical charts display settlements, depth of water, shape of coastlines, currents, tides and navigational hazards such as reefs. A chart grants Advantage on Nature checks related to navigation when in the area detailed by the chart to those who are proficient with navigator’s tools. | ||
+ | |||
+ | :'''Oil Skinned Bag''' | 2 gp | 1 lb | ||
+ | :These bags are semi-water proof and can be used to carry gear or gunpowder underwater... but only for a short time. Can hold up to 8lbs of items and will keep the dry even if submerged in water for 1d6+2 minutes (not always sure how long). | ||
+ | |||
+ | :'''Reed Breathing Tube''' | 1 sp | 1/2 lb. | ||
+ | :Use of a reed tube allows breathing 1-2 feet under the surface in calm waters. Using this device in rough waters is difficult or impossible. | ||
+ | |||
+ | :'''Sextant''' | 500 gp | 2lbs | ||
+ | :Used to determine latitude, a sextant grants you Advantage on Survival and Tool -Navigation tools checks made to navigate while above ground at midday or at night. You must be able to clearly see the midday sun or stars to use this device. | ||
+ | |||
+ | :'''Spyglass''' | 250 gp | 1lb | ||
+ | :Objects viewed through a spyglass are magnified to twice or three times their size. | ||
+ | |||
+ | :'''Tattoo''' | 1 cp – 20gp (or free... ouch!) | ||
+ | :Tattoos provide decoration, indicate group membership or can even provide an arcane focus. The quality, size, and the number of colors used in a tattoo determine its cost. Describe the tattoo you wish to have done to your GM to determine the price. | ||
+ | :NOTE that a Ship's '''''Cargo Master''''' or '''''Super''''' for any merchant ship within the League requires them to have obtained a Super's tatoo at a Merchant League established station. This cost 250gp and have a bit of arcane script included within them. | ||
+ | |||
+ | ===Blackpowder Weapons=== | ||
+ | Explosives & Firearms (Blackpowder) weapons from the DMG pg. 267. The only rule is the these firearms have the long-loading (2) feature instead of Loading feature, which requires 2 full Actions to reload. Cannons have an even long Long Loading times. There is also additional gear found in both Prirate Adventures and Naval Combat that can come in handly but will introduce as the game goes on (especially when you gain your own ship) | ||
+ | |||
+ | Explosives & Firearms (Blackpowder) weapons from the DMG pg. 267 but update the prices to including the Flintlock Pistol (125gp each) and Musket rifle (150gp each). Both replace the loading feature with 'long-loading (2)' meaning it takes 2 full actions to reload. Ammo costs 1gp for 10 shots and weigh 2lb. A Horn gunpowder costs 10gp for 10 shots worth of powder and weigh 2lbs. A keg of blackpowder (gunpowder) is 100gp and weighs 20lbs. A blackpowder bomb costs 25gp. | ||
+ | |||
+ | '''NEW MARTIAL FIREARMS''' | ||
+ | :'''Blunderbuss''' | Cost 250gp | Wt. 8lbs | ||
+ | :Damage- 1d10 piercing; Qualities - Ammunition (range 20/60), long-loading (2), special | ||
+ | :This weapon can be fired normally or loaded to make a scattering shot, attacking all creatures within a 20 foot cone. Each creature in the cone takes 2d6 piercing damage if they fail a DC 15 Dexterity saving throw. Using a scatter shot requires pellet ammunition. | ||
+ | :'''Dragon Pistol''' | Cost- 175gp | Wt. 3lbs | ||
+ | :Damage- 1d8 piercing; Qualites - Ammunition (range 20/60), long-loading (2), special | ||
+ | :This weapon can be fired normally or loaded to make a scattering shot, attacking all creatures within a 15 foot cone. Each creature in the cone takes 2d4 piercing damage if they fail a DC 15 Dexterity saving throw. Using a scatter shot requires pellet ammunition | ||
+ | :'''Pellet Ammunition''' | Cost 40gp | Wt. 1lb | ||
+ | :10 shots with a small pellet cloth bags to hold multiple small little pellets in. | ||
+ | |||
+ | ===Lodging Prices=== | ||
+ | {| class="wikitable" border="0" | ||
+ | |- | ||
+ | | '''Lifestyle Expenses''' || '''Daily''' || '''Weekly''' || '''Monthly''' | ||
+ | |- | ||
+ | | Wretched || free || free || free | ||
+ | |- | ||
+ | | Squalid || 1 sp || 6 sp || 23 sp | ||
+ | |- | ||
+ | | Poor || 2 sp || 12 sp || 40 sp | ||
+ | |- | ||
+ | | Modest || 1 gp || 6 gp || 23 gp | ||
+ | |- | ||
+ | | Comfortable || 2 gp || 13 gp || 40 gp | ||
+ | |- | ||
+ | | Wealth || 4 gp || 23 gp || 82 gp | ||
+ | |- | ||
+ | |} | ||
+ | |||
+ | * Wretched is living on the street with no food except what you get out of the garbage (or rations) | ||
+ | * Squalid is living in a floop house with other poor wretches or an inn's common room. Food and drink is very poor quality and not much. | ||
+ | * Poor is living in a small one room with only a bed and not much more space then that. Food and drink are of a poor or lesser quality or not as much. | ||
+ | * Modest is a private or semi-private room with wash area and more room (maybe a desk). Food and drink is enough to get by on and good quality. | ||
+ | * Comfortable in a larger room with semi-private bath area. Food is above average and plenty of it. | ||
+ | * Wealthy is a large private room and kitchen and bath or small cottage or similar home. Food and drink or excellent quality with a large variaty. | ||
+ | |||
==SAILING SHIPS AND NEW RULES== | ==SAILING SHIPS AND NEW RULES== | ||
These are a bit of a mix of rules found in '''''Ghosts of Saltmarsh''''' and '''''Navey Adventures''''' | These are a bit of a mix of rules found in '''''Ghosts of Saltmarsh''''' and '''''Navey Adventures''''' | ||
===New Rules=== | ===New Rules=== | ||
− | The ocean is a vast and dangerous place, ripe with adventure both above and below the waves. This appendix expands the material available in the '''''Player's Handbook''''' and '''''Dungeon Master's Guide''''', providing further resources for waterborne adventures. | + | The ocean is a vast and dangerous place, ripe with adventure both above and below the waves. This appendix expands the material available in the '''''Player's Handbook''''' and '''''Dungeon Master's Guide''''', providing further resources for waterborne adventures. |
− | '''SHIP STAT BLOCKS''' | + | '''SHIP STAT BLOCKS''' |
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− | <u>BASIC STATISTICS</u | + | To aid in running adventures where ships engage in combat, undertake precise navigation, or face situations where their various capabilities become relevant, the following section presents new rules and stat blocks for a spectrum of vessels. |
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+ | A ship stat block has three main parts: basic statistics, components, and action options. Ships can't take any actions on their own. Without effort from its crew, a ship might drift on the water, come to a stop, or careen out of control. | ||
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+ | <u>BASIC STATISTICS</u> | ||
:'''Size''', Most ships are Large, Huge, or Gargantuan. A ship's size category is determined by its length or width, whichever is longer. For instance, a ship that is 10 feet long and 20 feet wide would use the size category that has a 20-foot width, which means the ship is Gargantuan. | :'''Size''', Most ships are Large, Huge, or Gargantuan. A ship's size category is determined by its length or width, whichever is longer. For instance, a ship that is 10 feet long and 20 feet wide would use the size category that has a 20-foot width, which means the ship is Gargantuan. | ||
:'''Space'''. A ship doesn't have a square space unless its stat block specifies otherwise. For example, a ship that is 20 feet long and 10 feet wide occupies a 20-by-10-foot space. A ship can't move into a space that is too small to accommodate it. If it tries to do so, it crashes, as described in the CRASHING A SHIP section below. | :'''Space'''. A ship doesn't have a square space unless its stat block specifies otherwise. For example, a ship that is 20 feet long and 10 feet wide occupies a 20-by-10-foot space. A ship can't move into a space that is too small to accommodate it. If it tries to do so, it crashes, as described in the CRASHING A SHIP section below. | ||
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:Ships are also usually immune to the following conditions: blinded, charmed, deafened , exhaustion, frightened, incapacitated, paralyzed, petrified, poisoned, prone, stunned, and unconscious. | :Ships are also usually immune to the following conditions: blinded, charmed, deafened , exhaustion, frightened, incapacitated, paralyzed, petrified, poisoned, prone, stunned, and unconscious. | ||
− | <u>ACTIONS'''</u> | + | <u>ACTIONS'''</u> |
− | This part of the stat block specifies what the ship can do on its turn, using its special actions rather than the actions used by creatures. It even relies on its actions to move; it doesn't have a move otherwise. The ship's captain decides which actions to use. A given action can be chosen only once during a turn.</ | + | |
+ | This part of the stat block specifies what the ship can do on its turn, using its special actions rather than the actions used by creatures. It even relies on its actions to move; it doesn't have a move otherwise. The ship's captain | ||
+ | decides which actions to use. A given action can be chosen only once during a turn. | ||
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+ | <u>COMPONENTS</u> | ||
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A ship is composed of different components, each of which comprises multiple objects: | A ship is composed of different components, each of which comprises multiple objects: | ||
:'''Hull'''. A ship's hull is its basic frame, on which the other components are mounted. | :'''Hull'''. A ship's hull is its basic frame, on which the other components are mounted. | ||
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:'''Damage Threshold'''. If a ship component has a damage threshold, that threshold appears after its hit points. A component has immunity to all damage unless it takes an amount of damage that equals or exceeds its threshold, in which case it takes damage as normal. Damage that fails to bypass the threshold is considered superficial and doesn't reduce the component's hit points. | :'''Damage Threshold'''. If a ship component has a damage threshold, that threshold appears after its hit points. A component has immunity to all damage unless it takes an amount of damage that equals or exceeds its threshold, in which case it takes damage as normal. Damage that fails to bypass the threshold is considered superficial and doesn't reduce the component's hit points. | ||
− | + | ===Officers and Crew=== | |
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Each vessel requires people to run it: the officers in charge and the sailors who follow their orders. | Each vessel requires people to run it: the officers in charge and the sailors who follow their orders. | ||
− | <u>TYPES OF OFFICERS</u | + | <u>TYPES OF OFFICERS</u> |
− | If you'd like to explore running a ship, it needs officers to oversee its operations- officers who fill six different roles. Some roles aboard a ship reflect the need for trained experts to direct a crew's efforts. Other roles focus on keeping the crew's health and morale in order. | + | |
− | The roles are meant to provide a sense of the types of ability checks useful to managing a ship. Of these, though, captain is the only role that must be filled for the ship to function. A ship needs a single person to issue orders and respond to threats, otherwise a ship risks chaos and confusion during a crisis. | + | If you'd like to explore running a ship, it needs officers to oversee its operations- officers who fill six different roles. Some roles aboard a ship reflect the need for trained experts to direct a crew's efforts. Other roles focus on keeping the crew's health and morale in order. |
− | Each type of officer is described below, along with the abilities and proficiencies that help a character excel: | + | |
+ | The roles are meant to provide a sense of the types of ability checks useful to managing a ship. Of these, though, captain is the only role that must be filled for the ship to function. A ship needs a single person to issue orders and respond to threats, otherwise a ship risks chaos and confusion during a crisis. | ||
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+ | Each type of officer is described below, along with the abilities and proficiencies that help a character excel in that role: | ||
:'''Captain'''. The captain issues orders. The best captains have high Intelligence and Charisma scores, as well as proficiency with ''water vehicles'' and the Intimidation and Persuasion skills. | :'''Captain'''. The captain issues orders. The best captains have high Intelligence and Charisma scores, as well as proficiency with ''water vehicles'' and the Intimidation and Persuasion skills. | ||
:'''First Mate'''. This specialist keeps the crew's morale high by providing supervision, encouragement. and discipline. A first mate benefits from a high Charisma score, as well as proficiency with the Intimidation and Persuasion skills. | :'''First Mate'''. This specialist keeps the crew's morale high by providing supervision, encouragement. and discipline. A first mate benefits from a high Charisma score, as well as proficiency with the Intimidation and Persuasion skills. | ||
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:'''Cargo Master''' or '''Super'''. While having little direct interaction with the crew this officer's position is never the less vial for crew moral. They are in charge of the supplies and rations that the crew consumes (making sure there is enough to eat and drink and also making sure it does not spoil and the right foods are packed, etc.). They can also be vital for the record keeping on the cargo to make sure a merchant ship makes money and can pay its crew. The should have a good Intelligence and proficiency with ''calligrapher's supplies'' tools. | :'''Cargo Master''' or '''Super'''. While having little direct interaction with the crew this officer's position is never the less vial for crew moral. They are in charge of the supplies and rations that the crew consumes (making sure there is enough to eat and drink and also making sure it does not spoil and the right foods are packed, etc.). They can also be vital for the record keeping on the cargo to make sure a merchant ship makes money and can pay its crew. The should have a good Intelligence and proficiency with ''calligrapher's supplies'' tools. | ||
− | <u>CREW MEMBERS</u | + | <u>CREW MEMBERS</u> |
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− | + | A ship req uires a number of able-bodied sailors to crew it, as specified in its stat block. A crew's skill, experience, morale. and health are defined by its quality score. | |
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− | + | This score can affect a number of general ship activities, like the crew's ability to notice threats or contend with hazards. A crew starts with a quality score of +4, but that score varies over time, going as low as -10 and as high as +10. It decreases as a crew takes casualties, suffers hardship, or endures poor health. It increases if the crew enjoys high morale, has good health care, and receives fair leadership. | |
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− | + | A typical crew member uses the commoner stat block in the Monster Manual. | |
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− | + | <u>OPTIONAL RULE: LOYALTY AND QUALITY</u> | |
− | Whether sailing to war or hunting notorious pirates, ships make deadly weapons and dramatic battlefields. This section provides guidance on using ships in combat. | + | |
+ | When dealing with an individual member of the crew, you might find it useful to use the optional loyalty rule from chapter 4 of the Dungeon Master's Guide. To convert a quality score into an individual's loyalty score, add 1O to the crew's quality score. | ||
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+ | <u>MUTINY</u> | ||
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+ | A poorly led or mistreated crew might turn against its officers. Once per day, if a crew's quality score is lower than 0, the captain must make a Charisma (Intimidation or Persuasion) check modified by the crew's quality score. If the check total is between 1 and 9, the crew's quality score decreases by 1. | ||
+ | If the check total is 0 or lower, the crew mutinies. | ||
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+ | They become hostile to the officers and might attempt to kill them, imprison them, or throw them overboard. The crew can be cowed into obedience through violence, combat, or offers of treasure or other rewards. | ||
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+ | When the DM ends tbe mutiny, the crew's quaity score increases by ld4. | ||
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+ | <u>SHORE LEAVE</u> | ||
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+ | Life aboard a ship is a constant wear on the crew. Spending time in port allows the crew to relax and regain its composure. If a crew's quality score is 3 or lower, the score increases by 1 for each day the crew spends in port | ||
+ | or ashore. | ||
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+ | ===Ships in Combat=== | ||
+ | Whether sailing to war or hunting notorious pirates, | ||
+ | ships make deadly weapons and dramatic battlefields. | ||
+ | This section provides guidance on using ships | ||
+ | in combat. | ||
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+ | <u>SHIPS AND INITIATIVE</u> | ||
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A ship rolls initiative using its Dexterity, and it uses its crew's quality score as a modifier to that roll. On a ship's turn, the captain decides which of the ship's actions to use. | A ship rolls initiative using its Dexterity, and it uses its crew's quality score as a modifier to that roll. On a ship's turn, the captain decides which of the ship's actions to use. | ||
− | <u>SPECIAL OFFICER ACTIONS</u> | + | <u>SPECIAL OFFICER ACTIONS</u> |
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− | <u> | + | During an encounter, the captain, first mate, and bosun each have access to two special action options: Take Aim and Full Speed Ahead, both detailed below. |
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− | that | + | <u>TAKE AIM</u> |
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+ | As an action, the captain. first mate, or bosun directs the crew's firing, aiding in aiming one of the ship's weapons. Select one of the ship's weapons that is within 10 feet of the officer. It gains advantage on the next attack roll it makes before the end of the ship's next turn. | ||
− | <u> | + | <u>FULL SPEED AHEAD</u> |
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− | + | As an action while on deck, the captain, first mate, or bosun can exhort the crew to work harder and drive the ship forward faster. Roll a d6 and multiply the result by 5. Apply the total as a bonus to the ship's speed until the end of the ship's next turn. If the ship is already benefiting from this action"s bonus, don't add the bonuses together; the higher bonus applies. | |
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− | + | <u>CREW IN COMBAT</u> | |
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− | + | Managing a ship's entire crew in combat can prove cumbersome, especially as larger ships often host dozens of sailors. Typically the crew is too busy managing the ship to do anything else during combat. Don't worry about tracking their specific positions unless you want to add | |
− | + | that complexity. You can assume that the crew is evenly divided among the upper two decks of a ship. | |
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− | + | <u>CREW CASUALTIES</u> | |
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+ | Slaying a ship's crew reduces the number of actions most s hips can take, making the crew a tempting target in combat. Resolve individual attacks as normal, using the guidelines for resolving many, identical attacks at once from the Dungeon Master's Guide as needed. In the case of spells that cover an area, such as fireball or lightning bolt, you might track the exact location of | ||
− | + | ===Water Craft Types and Stats=== | |
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− | + | ===Ship Cannons and Weapons=== | |
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