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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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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>
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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.
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'''SHIP STAT BLOCKS'''
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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>
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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.
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>
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<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>
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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
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decides which actions to use. A given action can be chosen only once during a turn.
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<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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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>
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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>
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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>
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 +
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></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>
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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.</br>
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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.
A typical crew member uses the commoner stat block in the Monster Manual.</br>
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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>
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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.
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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.
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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.
  
<u>OPTIONAL RULE: LOYALTY AND QUALITY</u></br>
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When the DM ends tbe mutiny, the crew's quaity score increases by ld4.
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>SHORE LEAVE</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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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
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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or ashore.
  
 
====Ships in Combat====
 
====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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Whether sailing to war or hunting notorious pirates,
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ships make deadly weapons and dramatic battlefields.
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This section provides guidance on using ships
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in combat.
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<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>
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<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>
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: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.
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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.
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<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.
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<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>
  
<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>
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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>
  
<u>CREW CASUALTIES</u></br>
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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
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>
 
  
 
===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>
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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>
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<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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