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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
===The Sea Ghost===
 
[[File:SeaGhost.SavageTide.jpg | 500px]]
 
 
Key
 
  
 
===Treasure and Magic===
 
===Treasure and Magic===
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Potions:
 
Potions:
:Potion of Water Breathing (6) and Minor Healing (2)
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: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 and changed to a large collection of an island archipelago ("The Ten-Thousands Islands").  
+
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 CHARACTER CREATION===
 
===D&D 5th edition CHARACTER CREATION===
* Dungeons & Dragons 5th edition Players Handbook basics. Also allows rules from Xanathar's Guide to Everything (XGE) and Tasha's Cauldron of Everything (TCE)
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* 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 or TGE)
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* 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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*Climbing doesn’t half your speed.
 
*Climbing doesn’t half your speed.
 
*You can add your proficiency bonus to any check that involves boarding another sea vessel.
 
*You can add your proficiency bonus to any check that involves boarding another sea vessel.
'''FLINTLOCK EXPERT'''</br>
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'''FLINTLOCK EXPERT'''
 
Thanks to extensive practice with guns, you gain the following benefits</br>
 
Thanks to extensive practice with guns, you gain the following benefits</br>
 
*You are proficient with pistols.
 
*You are proficient with pistols.
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*Increase your Dexterity score by 1, to a maximum of 20.
 
*Increase your Dexterity score by 1, to a maximum of 20.
 
*Add +1 bonus to your AC while you are wearing light or no armor. This stacks with any other effect that add to your AC.
 
*Add +1 bonus to your AC while you are wearing light or no armor. This stacks with any other effect that add to your AC.
====Variant Backgrounds====
 
'''VARIANT SAILOR: PRIVATEER'''</br>
 
While pirates are often seen as fearsome and cruel criminals, the privateer is more often glamorized as a romantic hero. As a privateer your activities are similar to those of a pirate, but you are authorized by a country’s government by letters of marque to attack the ships of its enemies. You could be a member of the nobility, a commoner or even a former pirate.</br>
 
What sets you above a pirate is your adherence to the Privateer Code, a set of rules to guide your conduct to be honorable and virtuous.</br>
 
If you decide your sailing career involved privateering, you can choose the Friendly Shores feature instead of the Ship’s Passage feature.</br>
 
VARIANT FEATURE: '''FRIENDLY SHORES'''</br>
 
When you are in any settlement that is friendly to the flag you sail under, you are treated as a hero of the high seas. Everyone has heard the stories of your adventures and are inclined to think the best of you.</br>
 
Both nobles and common folk will make every effort to accommodate your requests in exchange for news of your adventures, unless you act dishonorably.</br>
 
</br>
 
'''VARIANT SAILOR: SHIP’S SURGEON'''</br>
 
Ship’s rarely have a true doctor onboard and this role is often filled by the cook, carpenter or whoever says yes to the job. In the past you may have been a physician, surgeon, barber, carpenter or nurse who used non magical healing to treat your patients and create medicine. For whatever reason you became a ship’s surgeon, your past medical experience (or lack of experience) is less important than your ability to focus and stop the bleeding when others panic.</br>
 
If you decide your sailing career involved acting in the role of a Ship’s Surgeon, you can replace the Sailor proficiencies and equipment with the variant proficiencies and equipment below.</br>
 
'''Skill Proficiencies''': Investigation, Medicine</br>
 
'''Tool Proficiencies''': Herbalism Kit, vehicles (water)</br>
 
'''Equipment''': Herbalism kit, a set of traveler’s clothes, and a pouch containing 10 gp
 
If you decide your sailing career involved acting in the role of a Ship’s Surgeon, you can choose the Dead Reckoning feature instead of the Ship’s Passage feature.</br>
 
VARIANT FEATURE: '''DEAD RECKONING'''</br>
 
Your experience healing fallen allies during combat has provided you with the ability to snatch lives back from death. When using a healer’s kit you are able to heal a creature for 1 hit point. This ability can not be used again until you complete a long rest.</br>
 
</br>
 
'''VARIANT SAILOR: NAVIGATOR'''</br>
 
You are a skilled navigator who has learned to combine your knowledge of cartography, sense of direction and superb sailing skills. Your past experience as a ship’s navigator makes you invaluable on any sea voyage.</br>
 
You are used to keeping a daily log and maintaining charts, maps and navigation tools while on a ship.</br>
 
If you decide your sailing career involved acting in the role of a navigator, you can replace the Sailor proficiencies and equipment with the variant proficiencies and equipment below.</br>
 
'''Skill Proficiencies''': Nature, Perception</br>
 
'''Tool Proficiencies''': Cartographer’s tools, Navigator’s tools, vehicles (water)</br>
 
'''Equipment''': A set of traveler’s clothes, cartographer’s tools or navigator’s tools, a chart, and a pouch containing 10 gp</br>
 
If you decide your sailing career involved acting in the role of a navigator, you can choose the Sense of Direction feature instead of the Ship’s Passage feature.</br>
 
VARIANT FEATURE: '''SENSE OF DIRECTION'''</br>
 
Your skills as navigator make you an excellent ship’s pilot, but they also have provided you with an excellent sense of direction. As long as you have a full view of the sun or moon, you can not become lost.</br>
 
</br>
 
'''VARIANT SAILOR: EXPLORER'''</br>
 
You grew up dreaming of sailing the seas, exploring the far edges of civilization and beyond in search of the unknown. You might have been drawn to a life of sea exploration for the love of discovery or to get rich finding lost treasures.</br>
 
If you decide your career as a sailor has focused on exploration, you can choose the Secret Discovery feature instead of the Ship’s Passage feature.</br>
 
VARIANT FEATURE: '''SECRET DISCOVERY'''</br>
 
Whatever reason you became an explorer, your journey brought you to some secret, mythical, far off, or otherwise inaccessible place from which only you returned. Only you know of the existence of this place and its secrets. Work with your GM on the specific details of the location and its people, dangers, treasure and more.</br>
 
  
 
===Extra Gear===
 
===Extra Gear===
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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.</br>
+
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'''
 +
 
 +
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.
  
'''SHIP STAT BLOCKS'''</br>
+
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.
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.</br>
 
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.</br>
 
  
<u>BASIC STATISTICS</u></br>
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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></br>
+
<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.</br>
+
 
 +
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.
 +
 
 +
<u>COMPONENTS</u>
  
<u>COMPONENTS</u></br>
 
 
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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===Officers and Crew===
 +
 
 
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></br>
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<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.</br>
+
 
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.</br>
+
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:</br>
+
 
 +
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.
 +
 
 +
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></br>
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<u>CREW MEMBERS</u>
A ship requires a number of ablebodied sailors to crew it, as specified in its stat block. A crew's skill, experience, morale. and health are defined by its quality score.</br>
+
 
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.</br>
+
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.
A typical crew member uses the commoner stat block in the Monster Manual.</br>
+
 
 +
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.
 +
 
 +
A typical crew member uses the commoner stat block in the Monster Manual.
 +
 
 +
<u>OPTIONAL RULE: LOYALTY AND QUALITY</u>
  
<u>OPTIONAL RULE: LOYALTY AND QUALITY</u></br>
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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.
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.</br>
 
  
<u>MUTINY</u></br>
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<u>MUTINY</u>
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.</br>
 
If the check total is 0 or lower, the crew mutinies.</br>
 
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.</br>
 
When the DM ends tbe mutiny, the crew's quaity score increases by ld4.</br>
 
  
<u>SHORE LEAVE</u></br>
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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.
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.
+
If the check total is 0 or lower, the crew mutinies.
  
====Ships in Combat====
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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.
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 the DM ends tbe mutiny, the crew's quaity score increases by ld4.
 +
 
 +
<u>SHORE LEAVE</u>
 +
 
 +
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.
 +
 
 +
===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.
 +
 
 +
<u>SHIPS AND INITIATIVE</u>
  
<u>SHIPS AND INITIATIVE</u></br>
 
 
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></br>
+
<u>SPECIAL OFFICER ACTIONS</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.</br>
+
 
:TAKE AIM: 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.
+
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.
:FULL SPEED AHEAD: 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.
+
 
 +
<u>TAKE AIM</u>
 +
 
 +
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>FULL SPEED AHEAD</u>
 +
 
 +
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.
 +
 
 +
<u>CREW IN COMBAT</u>
  
<u>CREW IN COMBAT</u></br>
 
 
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
 
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.</br>
+
that complexity. You can assume that the crew is evenly divided among the upper two decks of a ship.
  
<u>CREW CASUALTIES</u></br>
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<u>CREW CASUALTIES</u>
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.</br>
+
 
In the case of spells that cover an area, such as fireball or lightning bolt, you might track the exact location of lhe spell and crew to determine how many sailors it affects. Alternatively, you can roll ld6 per level of the spell. The total of the dice is the number of crew members caught in the spetrs area.</br>
+
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
  
 
===Ship Types and Stats===
 
===Ship Types and Stats===
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''Ranged Weapon Attack'': +6 to hit, range 600/2400 ft., one target. ''Hit'': 33 (6d10) bludgeoning damage.</br>
 
''Ranged Weapon Attack'': +6 to hit, range 600/2400 ft., one target. ''Hit'': 33 (6d10) bludgeoning damage.</br>
 
<u>'''ACTIONS'''</br></u>
 
<u>'''ACTIONS'''</br></u>
On its turn, the galleon can move using its helm. </br>
+
On its turn, the galleon can move using its helm. It can also fire its cannons. If it has half its crew or fewer, it moves at half speed and can
It can also fire its cannons. If it has half its crew or fewer, it moves at half speed and can
 
 
fire only half of its cannons.</br>
 
fire only half of its cannons.</br>
 
</br>
 
</br>
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'''Hit Points''' 100; –10 ft. speed per 25 damage taken</br>
 
'''Hit Points''' 100; –10 ft. speed per 25 damage taken</br>
 
'''Locomotion (water)''' sails, speed 55 ft.; 15 ft. while sailing into the wind; 70 ft. while sailing with the wind.</br>
 
'''Locomotion (water)''' sails, speed 55 ft.; 15 ft. while sailing into the wind; 70 ft. while sailing with the wind.</br>
<u>'''WEAPON'''</u>: 12-POUND CANNON (6)</br>
+
<u>'''WEAPON'''</u>: 12-POUND CANNON (6)
 
'''Armor Class''' 17</br>
 
'''Armor Class''' 17</br>
 
'''Hit Points''' 45</br>
 
'''Hit Points''' 45</br>
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If it has half its crew or fewer, it moves at half speed and can fire only half of its cannons.</br>
 
If it has half its crew or fewer, it moves at half speed and can fire only half of its cannons.</br>
  
====Ship Cannons====
+
===Ship Cannons and Weapons===
The cannons on a ship come in a variety of sizes, from the small maneuverable guns found on the top deck to the heavy guns below. Cannons are made of cast iron, and are generally described by the size of the cannon ball they fire (the "pounder" referring to the cannon balls weight), ranging from the small 1-pounder swivel guns to the heavy 32-pounders guns.</br>
+
'''CANNONS'''</br>
The larger the ship, the greater the quantity and size of its cannons. Gunpowder is a mundane substance composed of sulphur, charcoal and potassium nitrate. As cannons are commonplace in this world, they replace the siege weapons found in a more traditional game.</br>
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The cannons on a ship come in a variety of sizes, from the small maneuverable guns found on the top deck to the heavy guns below. Cannons are made of cast iron, and are generally described by the size of the cannon ball they fire, ranging from the small 1-pounder swivel guns to the heavy 24-pounders and even larger guns.</br>
A large keg of gunpowder (generally stationed by most guns) costs 125 gp and weights 25 </br>.
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The larger the ship, the greater the quantity and size of its cannons. Gunpowder is a mundane substance composed of sulphur, charcoal and potassium nitrate. If cannons are commonplace in your world, they replace the siege weapons found in a more traditional game. </br>
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A large keg of gunpowder (generally stationed by most guns) costs 125 gp and weights 25 lbs.</br>
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All standard cannon rounds deal bludgeoning damage. Crew refers to the number to man the weapon. Add +1 round to each action to for each crew missing (min 1) and Ammo refers to its cost per shot. Each round weighs the cannon size (9-pounder wt. 9 lbs)</br>
  
'''Swivel Gun''' | 500gp | 100lbs | Crew Min 1 | ''Medium object''
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{| class="wikitable" border="0"
:Damage 2d8 bludgeoning damage, Range 300/1,200ft. Each round weighs 1lb and cost 1gp. Each shot requires ¼lb gunpowder.
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| '''NAME''' || '''COST''' || '''DAMAGE''' || '''RANGE''' || '''WT.''' || '''CREW''' || '''AMMO''' || '''PROPERTIES'''  
'''Cannon, 9 pounder''' | 850gp | 1,500lbs | Crew Min 2 | ''Large object''
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|-
:Damage 3d10 bludgeoning damage, Range 400/1,600ft. Each round costs 2gp and each shot requires 2¼lb gunpowder per shot.
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| Swivel Gun || 500gp || 2d8 || 300/1,200ft || 100lb || 1 || 1gp ||  Special. Base Ammo weight 1 lb and requires ¼ lb. gunpowder
'''Cannon, 12 pounder''' | 1,250gp | 2,200lbs | Crew Min 3 | ''Large object''
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|-
:Damage 4d10 bludgeoning damage, Range 500/2,000ft. Each round cost 3gp and each shot requires 3lb gunpowder per shot.
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| Cannon, 9 pounder || 850gp || 3d10 || 400/1,600ft || 1,500lb || 2 || 2gp || Special. Requires 2¼ lb. gunpowder
'''Cannon, 18 pounder''' | 1,750gp | 3,700lbs | Crew Min 3 | ''Large object''
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|-
:Damage 6d10 bludgeoning damage, Ranged 500/2,000ft. Each round cost 5gp and requires 4½lb gunpowder per shot.
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| Cannon, 12 pounder || 1,250gp || 4d10 || 500/2,000ft || 2,200lb || 3 || 3gp || Special. Requires 3 lb. gunpowder
'''Cannon, 24 pounder''' | 2,500gp | 5,500lbs | Crew Min 3 | ''Large object""
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|-
:Damage 7d10 bludgeoning damage, Range 600/2,400ft. Each round costs 7gp and requires 6lb gunpowder per shot.
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| Cannon, 18 pounder || 1,750gp || 6d10 || 500/2,000ft || 3,700lb || 3 || 5gp || Special. Requires 4½ lb. gunpowder
'''Cannon, 32 pounder'' | 4,000gp | 8,500lbs | Crew Min 4 | ''Large object''
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|-
:Damage 8d10 bludgeoning damage, Range 600/2,400ft. Each round costs 10gp and requires 8lb gunpowder per shot
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| Cannon, 24 pounder || 2,500gp || 7d10 || 600/2,400ft || 5,500lb || 3 || 7gp || Special. Requires 6 lb. gunpowder
</br>
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|-
NOTES</br>
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| Cannon, 32 pounder || 4,000gp || 8d10 || 600/2,400ft || 8,500lb || 4 || 10gp || Special. Requires 8 lb. gunpowder
For fewer crew add +1 round to each action for each crew missing (min 1) </br>
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|-
All cannons requires a round to reload, a round to aim and a round to fire as a standard ranged attack.</br>
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|}
A swivel gun can be turned to attack nearly any target, but it is not recommended to fire across your own deck. Swivel guns are positioned on the top deck and can be easily moved around the deck. These weapons are designed to attack crew and sails.</br>
 
Cannons are meant to fire at other ships and generally mounted facing one arch on the ship --bow, port, starboard and aft and can only fire in that direction.</br>
 
 
 
 
 
Special Cannon Rounds
 
:'''Chain and Bar Shot''' (18-pounder and higher). Two iron balls or two halves of a ball joined together by a chain or iron bar. Used to destroy rigging, boarding netting and sails. Range is one-half standard range and changes the damage to d8s (instead of d10s) slashing damage. Any creature within 5 feet of the target must make a DC 12 Dexterity saving throw or take 1d6 slashing damage. If the target is an object that has a size of Large or greater, it takes an additional 2d6 slashing damage. Double the Ammo cost for each shell, min 5gp.
 
:'''Explosive Shell''' (all but swivel guns). A grenade like projectile that explodes and sends shrapnel everywhere. Uses base short ranged (no long range) with a 15 ft. sphere (DC 12) and change damage to d6s (instead of d10s) fire damage. A flammable object within the area of the shell ignites if it isn’t being worn or carried. Add +10gp and double the base price of each round.
 
:'''Grapeshot or Canister Shot''' (18-pounds or heavier). Used against personnel, this is a canvas bags or cans filled with musket balls. When fired, the container breaks open, firing like a giant shotgun. Change range to 500ft and target to 20 ft. sphere AOE (DC 14) and change the damage to d6s (instead of d10s) bludgeoning and slashing damage. A successsful Dexterity saving throw halves the damage. Double the costs of each round.
 
  
====Ship Modifications====
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NOTES </br>
The following ship improvements must be built and installed by a skilled shipbuilder in port.
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All cannons fire a cast iron semi-spherical rounds as standard ammo. All requires a round to reload, a round to aim and a round to fire as a standard ranged attack. </br>
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A swivel gun can be turned to attack nearly any target, but it is not recommended to fire across your own deck. Swivel guns are positioned
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on the top deck and can be easily moved around the deck. These weapons are designed to attack crew and sails.</br>
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Cannons are meant to fire at other ships and generally mounted facing one arch on the ship --bow, port, starboard and aft and can only fire in that direction. </br>
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Other Cannon Rounds
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:'''Chain and Bar Shot''' (18-pounder and higher). Two iron balls or two halves of a ball joined together by a chain or iron bar. Used to destroy rigging, boarding netting and sails. Range is one-half standard range and changes the damage to d8s (instead of d10s) slashing damage. Any creature within 5 feet of the target must make a DC 12 Dexterity saving throw or take 1d6 slashing damage. If the target is an object that has a size of Large or greater, it takes an additional 2d6 slashing damage. Double the Ammo cost for each shell.
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:'''Explosive Shell''' (all but swivel guns). A grenade like projectile that explodes and sends shrapnel everywhere. Uses base short ranged (no long range) with a 15 ft. sphere (DC 12) and change damage to d6s (instead of d10s) fire damage. A flammable object within the area of the shell ignites if it isn’t being worn or carried.
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:'''Grapeshot or Canister Shot''' (18-pounds or heavier). Used against personnel, this is a canvas bags or cans filled with musket balls. When fired, the container breaks open, firing like a giant shotgun. Change range to 500ft and target to 20 ft. sphere AOE (DC 14) and change the damage to d6s (instead of d10s) bludgeoning and slashing damage. A successsful Dexterity saving throw halves the damage.

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