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‘ Advanced DY eee Dette DUNGEON MASTER’ Guide PU COR TT CUTTY af SHIPS SEW PA Cm cua m cl)Advanced Dungeons&Dragons® DUNGEON MASTER? Guide Rules SupplementNautical Adventuring Chapter 1: Ships ‘Types of Ships. Great Galley. Drakkar Knarr. Pentekonter. es Nautical Glossary . Ship Particulars nn Dungeon Mastery Tips A Note on Ship Design uu Multiple Uses for Ships. Chapter 2; Nautical Travel Movement .. Rowing soon Rowing Small Craft. ‘Seaworthiness Checks Foundering Grounding Dungeon Mastery Tips Handling Shipwrecks... Chapter 3: Nautical Encounters Encounter Tables.. Encounter Distance non Inhabited Coastline Uninhabited Coastline Open Sea... Encounter Descriptions Natural Phenomena Arctic Encounters, Chapter 4: Nautical Combat ‘The Maneuvering Phase Personnel Assignments Crew Experience The Effects of Maneuverability or Pursuit. Rower Endurance. Action Phase Missile Attacks Incendiary Attacks Artillery. Ramming Ramming and Boarding Actions. Boarding, — Boarding Factors. Effects of Being Grappled.. Running a Boarding Action. Resolution Phase Damage The Effects of Hull Damage The Effects of Crippling Damage Repairing Damage Morale . Making the Morale Check Effects of Failed Morale Checks Surrendering, Escaping, Recovering Casualties. Multiple Ships Monsters in Naval Combat Creature Movement .. Creatures and Missile ‘Creatures and Artill Creatures and Ramming. Creatures and Boarding Player Characters in Detailed Naval Combat . SpUll Senne - Fleet Battles. Dungeon Mastery Tips Running Detailed Naval Combat 38 Naval Battles, oe . Seserasceseeeeoess Underwater Adventuring Chapter S: Underwater Survival Breathing "Types of Magia Breathing. Conversion. Transformation Adaptation... ‘Absorption Visual Distance UnderwaterUnderwater Conversation. Non-verbal Communication ‘Underwater Communication Proficiency Sinking.. Maximum Depth ‘Swimming and Maneuverabili ‘Swimming and Endurance... Walking 0 Dungeon Mastery Tips Vision Hearing. si Chapter 6: Underwater Combat ‘Combat Effects: Melee Attacks .. Missile Attacks seeenssoe Underwater Combat Proficiency. Gradual Crossbow Decomposition.. Jousting 0. Underwater Riding Proficiency Special Weapons. Chapter 7: Spells Underwater Casting Spells Underwater. Verbal Components Somatic Components Specialty Priests. Material Components _,, Material Component Saving Throws. ‘A Word About Spellbooks. ‘A Word About Holy Symbols Spells Allowed Underwater Spell Alterations and Component Saving, Throws. New Spells.. New Wizard Kit sno ‘The Fathomer.. Chapter 8: Magical Ftems Underwater Miscellaneous Magic Armor and Shit Chapter 9: Underwater Topology Continental Margins. ‘Continental Shelves Continental Slopes... ‘Submarine Canyons ‘Continental Rise. Deep-Sea Floor.. ‘Abyssal Plains and Hill ‘Seamounts and Guyout Oceanic Plateaus ‘Trenches. Oceanic Ridges... Other Areas of Interest .... Coral Reefs. Hydrothermal Vents Chapter 10: Denizens of the weep Marine Animals Gelatinous Zooplankton... Crustaceans....... Arachnids. Mollusks. Fish.. Reptiles, Mammals. Underwater Encountes Encounter Distance. Continental Shelf Continental Slope and Rise Abyssal Hills and Plains..... Oceanic Trench. en Seamounts and Guyouts. Oceanic Ridge. Coral Reef Rivers and Lake: Encounter Descriptions Special Encounters. Underwater Hazards. Dungeon Mastery Tip Encounters. Tables. 1:Ships 2: Ship Characteristics 3: Sailing Movement an 4: Wind Strength 5: Wind Direction. 6: Visibility Ranges . 7: Inhabited Coastline Encounters. 8: Uninhabited Coastline Encounters, 9: Open Sea Encounter: 10: Natural Phenomena... 11: Naval Combat Rounds “ 12: Crew Experience and Maneuverability... 13: Maneuverability and Combat ‘1d: Range Changes. : 15: General Naval Combat 16: Hits From Excess Attack Factors .17: Naval Arche... 18: Missile Hit Allocation 19: Incendiary Hit Allocation... 20: Fires. . = RRGGBR 24: Ramming Action Results 25: Ramming Critical Miss Results 26: Ramming Critical Hit Results. 27: Boarding Action Results. 28: Seaworthiness Reduction Rates. 29: Sinking Times. 30: Vessel Repair Cost and Time 31: Crew Experience and Morale... 32: Situational Morale Modifiers... 33: Effects of Failed Morale Checks. 34: Creature Maneuverability and Pursuit. 35: Artillery vs. Creatures. 36: Creatures and Ramming. 37: Creature Ramming Effect 38: Ship Combat Statistics, 39: Clear Water Visibility Ranges 40: Turbid Water Visibility Ranges 41: Murky Water Visibility Rang 42: Underwater Hearing Ranges. 43: Maximum Functioning Depth 44: Underwater Characteristics for Weapons 45: Underwater Missile Weapons... : 46: Material Component Saving Throws. 47: Non-functioning Magical Items... 48: Altered Magical Items. 49: Continental Shelf Encounters 50: Continental Slope and Rise Encounters... 51: Abyssal Hills and Plains Encounters... 52: Oceanic Trench Encounters... 53; Seamount and Guyout Encounters, 54: Oceanic Ridge Encounters. 55: Coral Reef Encounters... 56: River and Lake Encounters... 57: Aquatic Races ...... 58: Underwater Hazards. . 59: Elemental Vortex Encounters. Credits Design: Keith Francis Strohm Editing: Skip Williams Creative Director: Steve Winter Ilustrations: Glen Michael Angus and John Snyder Naval Combat System Design: Keith Francis Strohm, Skip Williams, and Steve Winter Valuable Assistance and Inspiration: Bruce Cordell, (the original Bruis Blackheart) and Penny Williams Playtesting: Michele Carter, Monte Cook, Jon Rateliff, and Ray Vallese. Graphic Design: Don Danowski Cartography: Rob Lazzaretti ‘Typography: Tracey L. Isler Graphics Coordinators: Dawn Murin and Paul Hanchette This book is dedicated to TSR’s own Sage, Skip Williams, who took an editor-turned-fledgling-dlesigner under his wings and taught him how to fly; and to Lorne Marshall, whose inspired skill at Dungeon Mastering rekindled my love of role-playing. ‘ADVANCED DuNczons & Daacans, ADS&D, DUNGEON MASTER, Bixruacitr, Moxsraous ComPeNDiuMs, PLavx’s OPTION, and the TSR logo are registered trademarks owned by TSR, Inc, MONSTROUS MaNuat isa trademark owned by TSR, [nc AIL TSR characters, character names, and the distinctive likenesses thereof are trademarks owned by TSR, Inc. Distributed to the book trade in the United States by Random House, Inc. and in Canada by Random House of Canada Ltd Distributed to the hobby, toy, and comic trade inthe United States land Canada by regional distributors. Distributed worldwide by Wizards of the Coast, Inc. and regional distributors. This material is protected under the copyright laws ofthe United States of America. Any reproduction oF unauthorized use of the mate- ‘al or artwork contained herein is prohibited without the express \written permission of TSR, Ine (01997 TSR, Inc. All rights reserved. Made i the US.A. ‘TSR, Inc. isa subsidiary of Wizards of the Coast, Inc US, CANADA, ASIA, EUROPEAN HEADQUARTERS PACIFIC, & LATIN AMERICA Mix, Wizards ofthe Const, Belgium Wizards ofthe Coast, In. PB 20. Box 707 2300 Turahout Renton, WA 98057-0707, Belgium #1-206-624-0933 SSH Visit our website at http://wwwetsrine.com ISBN 0-7869-0706-1 2170XXX1501Whenever I find myself growing grim about the mouth; whenever it is a damp, drizzly November in my soul; whenever I find myself incoluntarily pausing before cof warehouses, and bringing up the rear of every funeral I meet; and especially whenever my hrypos get such an upper hand of me, that it requires a strong moral principle to prevent myself from deliberately stepping into the street, and methodically nnocking people's hats off—then I account it high tine to get to sea as soon as 1 can. —Herman Melville, Moby Dick “To get to sea.” As far back as the dawn of recorded time, humanity has experienced this primal impulse. The wave-tossed surface of the ocean promises mystery; it pulls relentlessly at some inner chord, Scientists tel that life sprang from the sea. Perhaps this explains our fascination with al a kind of homecoming, a returning to the source. sea travel holds an important place in our his ure. Historically, mankind has sailed the seas f ;oal of conquest—including war, colonization, and sailing, then, represents a kind of victory—the triumph of intellect cover matter. It also offers challenges, hardships, and the possibility of death. The human imagination responds to these stimuli. Jason and his journey on the Argos, Odysseus’ wave-tossed wanderings at the angry hand of Poseidon, and the work of writers such as Jack London, Lovecraft, Melville, and H.G. Wells all demonstrate the excitement, terror, and adventure generated by tales of the sea and the mighty heroes who sail upon it. uutical adventures and campaigns, then, are one way that Dungeon Masters can excite and inspire their players. The promise of exploration and adventure on h seas offers players new ways to experience their characters and the ig around them. After all, what could be more stimulating than the phrase “Here there be Dragons” hastily scribbled ,e of an old sea-clog’s map signals a very real danger.This is the ship of pearl, which, poets feign, Sails the unshadowed main, The venturous bark that flings On the sweet summer wind its purpled wings In guilfs enchanted, where the Siren sings, ‘And coral reefs tie bare, Where the cold sea-maids rise to sun their streaming hair. —Oliver Wendell Holmes, The Chambered Nautilus Before the development of steam engines, railroads, and electricity, seagoing, vessels offered the most reliable means of transport. These ships carried trade between nations, facilitated communication and diplomacy, and opened up new areas of the world to exploration and conquest. As the durability and seaworthiness of such craft increased, so did their importance to society. By the 17th century, a country’s naval power dictated its position in the European geopolitical arena—thus the success of such nautical nations as Spain, Portugal, and England. ‘The struggle for naval supremacy makes an exciting backdrop for a fantasy campaign. As most fantasy worlds exhibit a technological level roughly equivalent to that of a medieval society, Dungeon Masters can easily design adventures where their players’ characters act a8 agents of a powerful noble or king interested in building a naval fleet for exploration and conquest. In addition, the inclusion of naval transport allows a Dungeon Master to expand the limits of his campaign world by designing new and unexplored regions. Rather than adventure in dungeons, player characters can travel to long-forgotten islands and mysterious continents. An understanding of ships and sailing vessels is essential, however, for Dungeon Masters who wish to present convincing and engaging nautical campaigns or adventures. This chapter details the ships most commonly used in the AD&D* game—including game statistics useful in combat—and provides a glossary of nautical terms. Dungeon Masters can use this glossary to add flavor to their seagoing adventures. Types of Ships Since the building of the earliest seagoing vessels, mankind has developed a wide variety of sailing ships. From simple canoes and rafts to the triple-masted splendor of the Mediterranean galleass and English galleon of the 16th century, the history of sailing has been one of ever increasing complexity. As mentioned earlier, however, most fantasy settings possess medieval technology. Of Ships and the Sea reflects this by limiting its scope to those ships most commonly found from antiquity to the late medieval period. The AD&D game divides ships into three types: inlanders, coasters, and seafarers. A variety of ships exists within these categories—each with its own strengths and weaknesses. DMs can find details of each ship in the listings below. In addition, Table 1: Ships and ‘Table 2: Ship Characteristics (both found at the end of this chapter) list game information for each vessel. Note that the individual ships described here actually represent general information that applies to many similar types of vessels. For example, the description for a skiff also covers rowboats, long boats, and dinghies. Dungeon Mastery Tips: A Note On Ship Design Despite a gradual improvement in shipbuilding techniques, shipwrights face a difficult choice: whether to build a ship for speed or for stability, ‘Because a ship's bear, or maximum width (see glossary), affects its overall speed. vessels capable of fast movement must possess a thin, streamlined shape. A trim ship does, in fact, move at greater speeds than its heavier and wider counterparts. But it is considerably more prone to capsizing, as larger beams Promote greater overall stability. Dungeon Masters should keep this in mind when designing their own ships or converting historical ships for game use. Coasters Ships in this category do not possess sufficient cargo space or crew quarters to support extended voyages. As a result, these vessels must remain in sight of land, or, in the case of auxiliary boats such as skiffs, their primary (mother) ship. Furthermore, these ships cannot withstand the powerful and unpredictable forces of the open ocean. Only the most accomplished sailor (or the biggest fool) would dare to take these ships out to sea. Some coasters do, however, function well along rivers and on lakes.Canoe Many canoes are simply hollowed-out logs, softened. by charring or immersion in boiling water. The pliable wood allows the canoe’s builder to force the sides apart to create a broad cross-section. Other canoes consist of lightweight frames covered with hides, bark, or other pliable materials. Canoes range in size from 6 feet to as long as 80 feet; the average canoe, however, runs about 10 feet from bow to stern, ‘The canoe is an extremely versatile craft used in coastal waters and on rivers and lakes. Because of their relatively narrow beams, canoes do not possess the stability necessary for open sea voyages. The average canoe carries 2 people and up to 500 pounds of equipment. The canoe’s crew capacity increases by one and its cargo capacity by 50 pounds for every five feet of its length beyond the average 10 feet, Thus, a 20 foot canoe can support a crew of four and a cargo of 600 pounds. Cargo Ship This ship, also called a round ship, hugs the coastline as it carries its trade goods. The cargo ship is 60 to 70 feet long and 25 feet wide. It has two masts and triangular sails. Cargo ships are not very fast, but they can carry approximately 100 tons of cargo and 20 to 30 érewmen. In the interest of profit, however, most ‘merchants limit their crews to the bare minimum ‘These ships also possess a small sterncastle that provides limited shelter from the worst of weather conditions. Curragh ‘The curragh is a primitive vessel made from thick hides stretched over a wood-and-wicker frame. The curragh sports a single mast with square sail; however, this craft primarily travels by the use of oars. The vessel is normally 20 feet long and holds no more than 6 to 8 crewmen and 5 tons of equipment. The curragh is not exceptionally seaworthy and stays well within sight of shore. = Dromond ‘This ship is the largest of the galleys used by the Byzantines as coastal runners, The dromond is extremely long (between 130 and 175 feet) and slender, with a beam of only 15 feet. In addition, the craft sports two masts triangular sails—although its real power stems from a double row of 25 oars on either side of the ship. Dromonds can carry a respectable amount of cargo (between 70 and 100 fons) and a crew of about 200 men, During times of war, these ships can carry an extra 100 warriors, and castles can be added fore, aft, and amidships to act as firing platforms for the additional troops. The dromond also possesses a sharp ram. Allinall, dromonds prove very fast and powerful vessels. Unfortunately, their slender designs render them susceptible to capsizing in rough weather. For this reason, dromonds usually sail in sight of shore and beach at night. Fishing Boat Used mostly by the rustic folk of coastal villages and towns, fishing boats represent the most common type of ship encountered near civilized areas. Fishing boats come in a variety of forms, though all share a basic design. The average fishing boat runs 30 feet from bow to stem and possesses a beam of approximately six feet. In addition, most fishing boats possess a single, small mast for sailing. ‘These craft are fairly stable. A skilled sailor could take a fishing boat out for a short sea voyage, as the ship can hold up to 1,000 pounds of cargo and features a small covered area in the bow for shelter. However, the dangers involved in such a pursuit usually keep the fishing boat close to shore, Great Galley Used during the late middle ages, this ship is an improved version of the dromond. The great galley runs about 130 feet long and 20 feet wide. Most of its power stems from 140 oars. However, three masts supplement the great galley’s speed and maneuverability, making the ship useful in trade and deadly in war. This vessel can carry a crew of 150 men and a ‘maximum cargo of 150 tons. When used as a warship, the great galley carries an additional 150 men and possesses a powerful ram‘The placement of ships into generalized categories provides the Master with information on the probable location of ship encounters (that is, the -most likely place that characters will encounter a given ship). These categories are by no means absolutely rigid. As mentioned several times before, ships designed for coastal use can, in fact, travel out into the open sea. Likewise, coastal ships—such as the dromond—ean travel on riverways. The same holds true for seafaring ships. Of course, a sailor has to account for the degree of danger inherent in using a ship in a different environment than that demanded by its original design. When determining whether or not a ship can survive in a different setting, the DM should consider three things: the ship's draft (the depth of water ‘necessary to float the ship), its seaworthiness, and its ‘capacity to support its crew with food and shelter. Dungeon Masters will ind a more detailed discussion of these three factors in Chapter 2, Drakkar The drakkar, or dragonship, is the largest of the Viking longships. Built primarily for war, the drakkar carries a normal crew of between 60 and 80 men, with additional space for up to 160 warriors. Though it possesses a single mast, the drakkar's main power comes from its oars— each manned by a single crewmember. Due to its great length (the ship stretches about 100 feet) the drakkar is not particularly seaworthy. In fact, the dragonship often stays close to shore where it can restock its supplies easily. &narr ‘The knarr is a small, Scandinavian cargo ship that ranges 50 to 75 feet long and 15 to 20 feet wide. This vessel sports a single mast with square sail. In times of poor wind, however, the knarr’s crew can row from the bow and stern to add additional power, The vessel holds between 6 and 12 crewmen and carries a maximum cargo of 50 tons. Unlike other cargo ships, the knarr can make open sea voyages. In addition, its flat bottom makes it very useful along rivers and estuaries. Pentekonter ‘The pentekonter is perhaps the most interesting and effective of all Phoenician ships used between 1100 and 800 B.C. The ship itself is a type of bireme, or galley with two banks of oars. The ship features outriggers attached to the hull. The hollow outriggers add stability while allowing for a second bank of oars on the level below the raised deck. The pentekonter is approximately 60 feet long and carries a crew of about 60. The mast stands amidships and sports a large square sail. In battle, 50 additional warriors can easily stand upon the raised deck to fire arrows at hostile ships. Furthermore, the pentekonter carries a sharp-pointed ram that rests just below the surface of the water: This ram can inflict great damage upon enemy vessels. Skiff ‘These fairly small craft function primarily as ‘workboats on larger vessels and in harbors. Most skiffs are about 16 feet long and 5 feet wide. They hold crews of four and about 500 pounds of equipment. Being narrow, skiffs prove slightly unstable. Although capable of short sea voyages, the absence of crew quarters on a skiff, as well as its tendency to capsize or swamp in rough weather, makes any such voyage dangerous, Trireme The trireme is a 135-foot-long Greek galley with three banks of oars. The ship possesses a single mast (which can be lowered in time of battle), a detachable ram, and two stern rudders. The trireme holds a crew of about 170 ‘men—although an additional 30 warriors easily fit into the ship during battle. Although extremely seaworthy, the trireme possesses little space for supplies. Thus, the ship must remain near shore to restock Seafarers ‘These ships possess sufficient cargo space and stability for long sea voyages. Nevertheless, most seafaring craft remain fairly close to shore, as the unpredictable forces of nature can damage or destroy any vessel. Seafarers work well when used in inland seas, such as the Black Sea or the Mediterranean Sea, and for shorter ‘open-ocean voyages.Caravel The caravel is a two or three-masted ship used in the late medieval /early renaissance period. Structurally, this vessel is the precursor to the English galleon and represents the most advanced nautical technology available in most fantasy settings. The caravel runs 70 feet long and 20 feet wide, boasting multi-level castles in the fore and aft sections of the ship. Itcan carry a crew of 30 to 40 men and hold up to 200 tons of cargo. Of all seagoing vessels, the caravel proves the safest and most reliable for extended sea voyages. Cog This vessel is an improved version of the cargo ship. It has. single mast supporting a square sail. The ship ranges between 75 and 90 feet from bow to stern and has a beam of about 20 feet. A crew of about 20 men can fit comfortably in this vessel. A cog also has considerable cargo capacity—about 150 tons. In addition, it has a single deck with amply-sized fore and stern castles— useful for shelter as well as defense. This ship's stability and cargo space make it one of the most versatile craft in a medieval setting, Longship This is the standard craft used by the Vikings. The average longship ranges 50 to 75 feet from bow to stern, with a beam of approximately 22 feet. Fach side of the vessel contains 20 to 25 oars; a single mast with a square sail stands in the center of the vessel. Longships can carry a crew of 40 to 50 and an additional 120 to 150 men (usually warriors). Although these ships can carry cargo, their relatively small capacity (only 50 tons) limits their effectiveness in trade Because of their sail, oars, and overall design, longships prove fairly seaworthy. In fact, the Vikings often used these ships to cross oceans and invade other nations. Outrigger ‘These vessels are nothing more than canoes with streamlined floats joined parallel to the hull of the ship for added stability. Some versions of the outrigger possess one float, while others have two. Single-float outriggers lack the seaworthiness of their double-float cousins, but are somewhat faster, as the dual float design. adds drag to the craft. Outriggers average a length of 30 feet and a beam of 16 feet—although larger outriggers, consisting of several canoes connected by a rectangular platform, can be as much as 80 feet wide. Average-sized outriggers can hold a crew of about 6 people, plus 500 pounds of additional cargo. The largest of these craft can easily hold up to 20 crew and almost 5 tons of cargo. All outriggers possess a single mast. In the event of poor weather, however, sailors can use paddles to move the craft. Outriggers are fairly seaworthy, yet simple to build. ‘The longer versions can easily make a transoceanic voyage. Sobar ‘The sohar is a middle-eastern merchant ship. The 90- foot ship possesses three masts, a small forecastle, and crew quarters for 20 people. In addition, the sohar can hold up to 100 tons of cargo and supplies—more than enough to cover an extended sea voyage. ‘The sohar’s stability, maneuverability, and movement rate make it an ideal vessel for trade or war. Adventurers will certainly encounter these ships in Arabian cultures and areas of heavy trade. Inlanders ‘These ships travel primarily on inland waterways such as rivers, lakes, and harbors. Inlanders are not exceptionally seaworthy, though skilled sailors can make limited trips with them on larger waterways. Barge ‘These craft have boxy hulls ranging in size from 10 to 50 feet long. Barges can carry 4 tons of cargo for every 10 feet of length. Thus, a 50 foot barge can carry a maximum of 20 tons. Because of its simple construction, the barge is not exceptionally seaworthy and is useful only in calm waters. Merchants use these craft in harbors for the transportation of goods from vessel to vessel. Sailors lash the cargo onto the barge with rope, then paddle or pole the craft to their destination. Enterprising merchants also use barges to ferry goods and people across deep rivers (for a price, of course).Keelboat The keelboat is a small riverboat designed to carry passengers along river routes. Keelboats are generally 20 feet long, with a 6-foot beam. They can carry about six passengers and their equipment, as well as one crewman. Raft raft isa simple craft constructed from logs lashed together to make a floating platform. This vessel often serves as a river ferry, as it can easily travel with the current. Rafts can range anywhere from 5 feet to 40 feet ‘These vessels can hold 3 tons for every 10 feet in length. Thus, a 40 foot raft could carry 12 tons of cargo. Nautical Glossary The following glossary will familiarize Dungeon Masters with the basic terminology involved in sailing and naval combat. A working knowledge of such terms is necessary, as they are essential to many of the rules found within this book. In addition, the correct use of these terms by the DM during a campaign or adventure adds to the level of realism and excitement experienced by players. Aft: The rearward direction or portion of a ship. Ballast: Weight carried in the bottom of a ship to improve stability. Bow: The front of a ship. Bowsprit: A long pole projecting from the bow of a ship. Capstan: A mechanical winch used for handling ropes. Draft: The minimum depth of water necessary to float a ship. i Fleet: An organized force of ships Freeboard: The height of a ship’s side above the water. Heel: The action of tilting over to one side. Keel: The wooden backbone of a ship. Knots: The measure of a ship's speed in nautical miles per hour. One nautical mile is equal to 6,080 feet. A ship traveling at three knots is moving three nautical miles an hour, Lanteen Sail: A triangular sail which hangs from a single yard, Mast: A large vertical pole which supports the sail yard, Rigging: The ropes which support and move the sails. Rudder: The steering mechanism for ships. Running: Sailing with the wind ‘Square Sail: A rectangular sail hung from a single yard. Stern: The back of a ship. Sweeps: Large oars requiring two or more men to operate. Tacki wind. Changing a ship's course by angling into the Yard: The horizontal pole on which the sail is hung. Ship Particulars ‘Table 1 and Table 2 detail the characteristics of every ship found in the AD&D game. The statistics given represent the most common versions of these vessels. Individual variation can occur at the DM’s discretion. Thus, player characters can encounter a longship with less cargo capacity but greater speed than that listed on the table. Certain vessels—as noted on the next page— possess variable statistics based on their overall length.Table 1: Ships ‘every 10 feet of the barge below the standard length. standard length, Draft Length Beam Cost Building Time Barge! Steet 20 feet 10 feet 500 gp week Canoe? 4 foot 10 feet 5 feet 30 gp. days Caravel 5S feet 70 feet 20 feet 30,000 gp 5 months Cargo Ship 4 feet 70 feet 25 feet 12,000 gp 3 months Cog 44 feet 90 feet 20 feet 20,000 gp 4 months Curragh 1 foot 20 feet 5 feet 60 gp 1 week Drakkar 2feet 100 feet 15 feet 25,000 gp 2 months Dromond 4 feet 175 feet 15 feet 20,000 gp 4 months Fishing Boat 1 foot 30 feet 6 feet 350 gp 3 weeks GreatGalley 4 feet 130 feet 20 feet 25,000gp 4 months Keelboat 1 foot. 20 feet 6 feet 250 gp 2weeks Knarr 2feet 75 feet 15 feet 6,000 gp month Longship 2 feet 75 feet 15 feet 15,000 gp 1 month Manta* 10 feet 200 feet 7 feet 5,000 gp 2 weeks Outrigge® foot 30 feet 16 feet gp 1 week Pentekonter 2 feet 60 feet 15 feet 20,000 gp 3 months Raft Steet 10 feet 10 feet 50 gp week Skiff 1 foot 16 feet Steet 100 ep 1 week Sohar A feet 90 feet 25 feet 17,000 gp 4 months ‘Trireme Set 135 feet 15 feet 20,000 gp 4 months 1 These statistics represent the standard barge. Increase the vessel's beam by 5 feet, its cost by 25 gp, and its building time by 1 day for every 10 feet of the barge above the standard length. Reduce the vessel's beam, cost, and butiding time by a like amount for 2 These statistics represent the standard cance. Increase the ves’ cost by 10 gp adits building ime by 1 day for every 5 fet of thecanue above te sandard length Reduce the cos and building ime by a like amount for every 5 feet of the canoe below the 3 These statistics represent the standard outrigger. Increase the vessel's beam by 4 feet, its cost by 25 gp, and its building time by 2 days for every 10 feet of outrigger above the standard length. Reduce the vessel’s beam, cost, and building time by a like amount for every 10 feet of outrigger below the standard length, 4 These statistics represent the standard raft. Increase the vessel's beam by 10 feet, its cost by 10 gp, and its building time by 1 day ‘every 10 feet of the raft below the standard length. * A manta isa sahuagin-built war raft. See The Sea Devils for details. for every 10 feet of the raft above the standard length. Reduce the vessel's beam, cost, and building, time by alike amount for Notes to Table 1 The table shows each vessel’s physical characteristics. Draft: is the minimum depth of water necessary to float a vessel. A ship with a 3-foot draft requires at least 3 feet of water in which to float; it would run aground in ‘water less than 3 feet deep. Length: represents the overall bow to stern, ‘ Beam: is a measurement of a vessel's width at its most extreme point. A ship with a 15-foot beam measures 15 feet across at its widest point Cost: represents the total amount of money required to buy a ship or requisition the necessary skilled labor and materials to build a ship. Building Time: is the total amount of time required to build a ship from start to finish, assuming that the necessary materials, labor, and facilities are available. ‘of the vessel from B Notes to Table 2 The table shows characteristics for using each vessel in play. ‘Movement Rate: details the speeds of individual ships in tens of yards per melee round. For example, a Canoe {movement rate of 6) travels at a pace of 60 yards per round. Chapter 2: Nautical Travel fully examines the intricacies of ship movement. ‘The numbers separated by slashes represent the speeds of vessels equipped with both sails and oars. The first ‘number represents the vessel's movement under both sails and oars. The second number indicates the vessel's movement under sails only, and the third number shows the vessel's movernent under oars only, For example, a great galley moving under both sails and oars has a movement rate of 18, The same ship slows toa movement rate of 6 when powered only by sails, or a rate of 12 under oars only.Table 2; Ship Characteristics: Move Seaw. Pursuit Many. Size Crew Pass. Cargo e 6 1d6+1 143) MYL 4/3/2 2 8tons 1 1d642 1d6+6 S1 2 — 500 pounds 18 1d6+4 1d6+1 LL 40/20/10 20-200 tons 2 1d6+2- dé L 30/10/5110 100 tons, 7 1d6+3, 1d6 L 20/8/4 5 150 tons, 6/3/3 10 1d6+2 1d6+4/1d6+5, s 8/6/4 oes 5 tons 15/3/12 2 ‘1d6+5 1d6+3/1d6+4 L 80/60/20 160 — 18/6/12 8 1d6+6 1d6+1/1d6+2 VL 200/85/31 noe 100 tons 6 4 1d6+2 14642 M 2/1/1500 pounds 18/6/12 9 = 1646 Ad6¥2/1d6+3 «VL 150/95/41 "150 tons 6 = Bd +2. 1d6+1 s win 6 ‘500 tbs ‘12/6/6116 Add AdGHI/1d6+2 kL 12/8/6 8 50 tons 15/3/12 16 ‘1d6+5 1d6+3/1d6+4 L 50/40/16 150 10 tons, 18 18 1d6+6 1d6+4 VL 400/200/100 200 _ 6/3/3 4 1d6+2 1d6+3/1d6+4 M 6/3/1 = 500 pounds: 18/6/12 8 ‘1d6+6 1d6+4/1d6+5 L 85/42/31 ad 10 tons ae 6 1d6+1 143 SM wil = 3 tons 6 1 Ade ie 8 — 500 Ibs ee Id6+2 L 20/8/4100 tons U6/IS BAGH? Ad6e2/1d6¥3 = VLU — - 1 Increase cargo capacity by 4 tons, crew capacity by 2, and passenger capacity by 1 for every 10 feet above the standard length. A 30-foot barge could carry 12 tons of cargo and 6 crew. Decrease cargo and crew capacity by a like amount for every 10 feet below the standard length. 2 Increase cargo capacity by 50 pounds and crew capacity by 1 person for every 5 feet above the standard length. A 25-foot canoe ‘could carry 5 crewmen and 650 pounds of cargo. 3 All of the crew aboard a curragh, drakkar, or longship row. 4 Adromond’s crew includes 190 rowers; 8 rowers constitute a skeleton crew and the minimum number of rowers is 30. Dromonds can carry an additional 100 warriors instead of cargo, These passengers are tightly packed and do not have any quar- ters. They can, however, fully participate in missile combat and boarding actions (see Chapter 4). 5 The great galley’s crew includes 140 rowers; 90 rowers constitute a skeleton crew and the minimum number of rowers is 40. Great galleys can carry 150 warriors instead of cargo. These passengers are tightly packed and do not have any quarters, They car, however, fully participate in missile combat and boarding actions (see Chapter 4), 6 Aknarr’s crew includes 8 rowers; 6 rowers constitute a skeleton crew and the minimum number of rowers i 4 7 Increase cargo capacity by 100 pounds and crew capacity by 2 people for every 10 feet above the standard length. A 50-foot out- nigger could carry 600 pounds of cago and 10 crew, Decrease the cutriggr's cargo andl crew capacity by alike amount fr every 10 feet ofthe vessel below the standard length. Furthermore, decrease the vessel's seaworthiness rating by 1 point for every 10 feet below the standard length. A 20-foot outrigger could carry only 400 pounds of cargo and 4 crewmen. In addition, its seawor- thiness rating would drop to 13. 8 The pentekonter crew includes 60 rowers; 40 rowers constitute a skeleton crew and the minimum number of rowers is 20. Pen- tekonters can carry 50 warriors instead of cargo. These passengers are tightly packed and do not have any quarters. They can, however, fully participate in missile combat and boarding actions. (see Chapter 4) ‘ Increase the vet's cargo capacity by 3 los and its crew capacity by one person for every 10 feet ofthe raft above the standard length 10 The trireme's crew includes 160 rowers; 100 rowers constitute a skeleton crew and the minimum number of rowers is 70 Tritemes can carry an additional 30 warriors. These passengers are tightly packed and do not have any quarters. They can, how ever fully participate in missile combat and boarding actions (see Chpater 4). In spite of its lack of cargo capacity a trireme can carry artillery (see page 43). For each ton of cargo the trireme would normally have to devote to its artillery, reduce the vessel's capacity to carry extra warriors by one. Triremes cannot mount large artillery pieces; they cannot mount weapons requiring ‘more than 15 units of deck space each. A trireme’s total artillery armament cannot require more than 30 tons worth of cargo space. * Amanta is a sahuagin-built war raft. See The Sea Devils for details, “‘Seaworthiness: represents the stability and durability ofa vessel. The higher the number, the more reliable the vessel is in adverse conditions (see Seaworthiness, Checks in Chapter 2: Nautical Travel for more details). Pursuit: represents the ship’s ability to use its speed to catch or avoid enemy ships. A ship’s pursuit rating ‘comes into play during the Maneuvering Phase of ship- to-ship combat when the distance between the ships large enough that subtle maneuvers have little meaning. A vessel's pursuit rating is equal to 1d6 plus one third of its current movment rating. The entry on the table shows only the vessel's typical pursuit value. Maneuverability: represents the overall maneuverability of each ship. This statistic comes into play during the Maneuvering Phase of nautical combat (detailed in Chapter 4: Nautical Combat) when the ‘opposing ships are fairly close together. Vessels possessing both sails and oars have two Maneuverability ratings, The first (lower) number represents the craft's maneuverability when moving under sail, even if oars are also employed. The second number represents the vessel’s maneuverability when using only oars. Size: indicates the overall length and tonnage of each vessel according to the following progression: Small equals 5-19 feet long, Medium equals 20-59 feet long, Large equals 60-100 feet long, and Very Large equals 100+ feet long. Crew: represents the number of sailors and rowers on board a particular vessel. The first number in this column represents the maximum number of crew members a ship can support, as well as the total number ‘of crew members that can work on a vessel without getting in each other’s way. Thus, up to 60 crewmen can work on a Pentekonter at one time. Note that ships with rom for marines can substitute additional crewmen for those. These extra crewmen cannot help operate the ship; however, they can relieve tired or wounded ‘members of the active crew, thereby providing a core of fresh sailors during a long voyage or deadly combat. ‘Amaximum crew complement includes the ship's captain and one officer per 10 sailors or 20 rowers. For example, a caravel’s crew complement consists of 40 sailors, plus a captain and four other officers. The second number in this column represents the average number of crewmen needed to operate the vessel The third number indicates the absolute minimum number of crewmen required to operate this vessel. Ifa ship has less than this number of crew on board, it is effectively crippled. Operating with less than the average number of ‘crewmen, but at least the minimum (hereafter called a skeleton crew) needed to run the ship presents several obstacles. First, ships manned by skeleton crews cannot attempt to increase their movement rate (see Chapter 2) as can other ships with full crew complements. Second, such ships move at only two thirds of their normal 1s movement rates. (Thus, a cog operating with a skeleton crew would have a movement rate of 6 instead of its usual 9.) Third, ships with skeleton crews suffer a -2 penalty on all Seaworthiness checks and a -2 penalty to maneuverability and pursuit dice rolls in combat (see Chapter 4), but the ship’s rating can never fall below 146 while it has at least a skeleton crew. In.a non-combat situation, a skeleton crew can avoid the movement rate reduction and the Seaworthiness penalty by making a successful morale check. The morale check represents the crewmembers’ ability to work harder and longer to make up for the personnel shortage. A successful morale check does not enable a ship with a skeleton crew to increase speed. Likewise, verve is no substitute for a full crew in combat, when every hand is needed for one task or another—a ship going into combat with a skeleton crew always suffers movement and maneuverability penalties. A crew can attempt the morale check once a day and its effects last the whole day. Each time crew members attempt to avoid skeleton crew penalties, their morale rating drops by one regardless of the attempt's success or failure. The reduction represents exhaustion and persists until the ship reaches port or anchors. A crew’s morale improves ‘one point per full day of rest. Once a crew’s morale rating reaches its normal level, further rest brings no ‘more improvements. Ifa ship’s crew ever falls below the minimum required, the ship’s movement rating falls to 3—the vessel mostly drifts with the wind and current, In combat, the ship cannot make pursuit rolls (effectively it always rolls a one). The ship's maneuverability rating falls to 1d4, and the ship cannot attempt to ram, board, or evade. Passengers: indicates the total number of extra personnel (people not involved in actually operating the ship) a ship can carry. Ifa ship carries marines (see page 65), they occupy passenger space. Cargo Capacity: represents the total amount of carrying capacity for each ship. Ships usually possess some sort of cargo hold to protect their goods—though many vessels store cargo inside stern and fore castles, or simply lashed to their decks. By reducing the amount of cargo, ships can increase their passenger or crew capacities, or both. As a general rule, ships can substitute one passenger for every 1 ton of reduction. ‘Thus, if a great galley emptied its hold (capable of storing 150 tons), it could take on 150 more passengers. Note that these passengers would not have any sort of quarters. In fact, they would be crammed uncomfortably in the ship's hold, living in makeshift barracks. Because of the limited space on board a ship, these extra passengers cannot survive extended voyages and cannot fully participate in boarding actions or with combat. On the other hand, being in the hold, these passengers are protected from the ravages of combat,© 1997 TSR, inc. TSR Inc. grants permission to photocopy, this shéet for personal use only - Drakkar Scale 1 square equals five feet An enlargement of 4 x (400%) yields Jainch squares for use with 25mm figures© 1997 TSA, inc. TSR, Inc. grants permission to photocopy this sheet for personal use only. a= : E Z e Trireme Scale 1 square equals five feet ‘An enlargement of 4 x (400%) yields: ee Pinchiequsredtoneseiw iN 2enanitiguise Great Galley© 1997 TSR Inc. TSR; Inc. Grants permission to photocopy this shéet for personal Use only. Cargo Ship Scale { square equals five feet Anjenlaijement of) 4x (40084) yields — 41-inch Squares for use with 25mm figures. Pentekonter© 1997 TSR, Inc. TSA; Inc, grants permission to photocopy this sheet for personal Use only, Scale 4 square equals five feet An enlargement of 4 (400%) yields 44nch squares for use with 25mm figures:EA Nautical Travel Suiftly, swiftly flew the ship Yet she sailed softy too: Sweetly, sweetly blew the breeze— On me alone it blew, —Samuel Taylor Coleridge, “The Rime of the Ancient Mariner” Movement Ships generally move by means of oars (rowing) or sails. At its simplest, rowing requires the expenditure of physical energy—although the coordination of multiple rowers, such as those found on a bireme or trireme, requires the attention of a skilled oarsmaster. Sailing, on the other hand, demands a keen understanding of winds and oceanic conditions, as well as a practiced hand in performing nautical maneuvers designed to maximize the effects of prevailing winds. ‘Table 2: Ship Characteristics details the rowing and sailing movement rates of all the ships currently available in the AD&D game. These rates appear in tens of yards per round, just like overland movement rates, Thus, a ship with a rowing movement rate of 9 moves 90 yards or 270 feet per round. Likewise, a ship with a sailing movement rate of 18 moves 180 yards or 540 feet per round, Other factors—especially wind strength—can affect a ship's movement rate. See the Weather Conditions section in this chapter for details, Rowing As mentioned earlier, rowing a ship with a multitude of oarlocks, such as a bireme or trireme, requires a great deal of skill and coordination from all involved—especially the oarsmaster. Contrary to popular belief, slaves were not put to work rowing large war ships, as they did not possess the necessary skills or zeal. In fact, rowers were highly trained specialists, Daily Movement: In the AD&D game, a full day of travel is about ten hours. Dungeon Masters can easily determine the total distance an oar-powered ship travels ina single day by multiplying the ship's 20 movement rate by 2, Thus, a Pentekonter—whose movement rate is 18—can travel a total of 36 (18x2=36) miles in a single day. Occasionally, oar-powered vessels require additional speed. In such a case, it falls to the oarsmaster or ship's captain to coax, cajole, and otherwise inspire his crew to greater speed. The ship's captain or oarsmaster must roll a 12 or better on 1420 to get the extra speed. A successfull Seamanship proficiency check grants a +3 bonus to the roll. If the roll is successful, the vessel's movement rate increases by one third for five rounds. Failure indicates that the officer cannot inspire his rowers to keep such a fast pace. A ship’s officers can attempt to increase speed only once every five rounds For example, Lambrecht—the eaptain of the royal pentekonter Clandestine—spots another pentekonter flying 4 pirate flag. Alarmed, he attempts to spur his rowers on to ‘greater speed. The DM checks Lambrecht’ Seamanship proficiency (it's 14) and rolls a 12, granting him a +3 bonus on his 1420 roll to inspire his rowers. The captain rolls ony 1210, which rises to a 13 thanks to the bonus. Lambrecht succeeds and the Clandestine travels at a movement rate of 24 (18+3=6+18=24) for the next 5 rounds. Rowers can keep such a backbreaking pace for a maximum of three turns. After this period, the exhausted rowers must rest for a number of rounds equal to twice the amount of time spent doubling their pace. Ships with resting rowers can only move at one third of their normal rate Once clear of the pirates, Lambrecht allows his rowers a bit of a rest. These tired oarsmen must rest for one turn (twice the amount of time they spent doubling their pace). During this time, the Clandestine’s maximum movement rate is 6 (18+3=6), Lambrecht hopes the pirates have given up the chase. In addition to increasing his ship's speed, an oarsmaster or captain can inspire his rowers to work harder and longer, thereby increasing the maximum distance covered in a single day. Once again, the captain or oarsmaster must roll a 12 or better on 1420, and a successful Seamanship proficiency check (with a ~2 penalty) grants a +3 bonus to the roll. Success indicates that the ship's daily movement increases by one third. Once pushed to this limit, however, a ship's complement of rowers must rest for at least 12 hours before they can row again. If the check fails, none of the ship's officers can attempt to increase daily movement again until the next day. For example, Lambrecht wishes to reach the port of Brython by nightfall—a distance of 45 miles. Since his pentekonter's, maximum daily movement is only 36 miles (18%2=36), herealizes that he must push his crew. Once again, Lambrecht succeeds with his dice rolls. Because of his curses, threats, cajoling, and other inspirational techniques, the pentekonter can travel a total distance of 48 miles (36+3=12+36=48), Thus, the Clandestine successfully docks in Brython and Lambrecht receives a bomus for his timeliness. Rowing Through the Night: Oceangoing vessels powered by oars, such as longships, will occasionally find it necessary to move by rowing far from land, where beaching the ship for the night proves impossible. In these cases, the ship’s daily movement rate in miles remains twice its speed, as the rowers must pace themselves (working less hard than usual) to keep the ship constantly moving, Moving Under Oars and Sails: Any ship moving under sails (even if it has rowers to help) counts as a sailing ship. Wind strength modifies its base movement (see Table 3: Sailing Movement and Winds). Such a ship's daily movement rate in miles equals three times its adjusted movement rate (see sailing), Rowing Small Craft In the course of nautical adventuring, PCs may find themselves required to row a small vessel—such as a fishing boat or skiff. Characters can row for a number of hours equal to one-half their Constitution scores rounded up. Thus, an adventurer with a Constitution of 15 could row a ship for eight hours. Characters wishing to exert themselves beyond their normal endurance levels must make a Constitution check. Success indicates that the PC in question can row for an additional hour. However, characters lose one Constitution point for every extra hour of rowing, thereby making it more difficult to continue with the exertion. Unconsciousness results if a character's Constitution score drops to 0. Lost Constitution points return at a rate of one per full hour of rest. For example, Schendar the fighter—zhose Constitution is, 16—cam row for 8 hours. If he wishes to row for an additional hour (his ninth consecutive hour of rowing), Schendar must make a Constitution check. He rolls a 13 and succeeds. Thus, the hardy fighter can continue rowing for another hour. However, Schendar’s Constitution drops #0 15 after the additional hour, as the strain of continued rowing affects his body. If he wants to row for yet another hour, the fighter would have to roll a 15 or lower on a d20. Additionally, a character can increase his boat's rowed movement rate by making a Strength check. Success indicates that the character in question has increased his boat's movement by one third. Thus, a character traveling in a canoe (movement rate of 6) could make a successful Strength check and move ata rate of 8 (6+3=2+6=8), The character must make a Strength check every five rounds to see if he can sustain the increased pace. Once the character fails a check, he cannot attempt to increase his speed again until he has rested. The absolute maximum amount of time for sustaining such a pace is three turns. (Once an adventurer has stopped increasing, his movement rate (whether by failing a Strength check, reaching the maximum time limit, or making the choice to, stop) he must rest for a number of rounds equal to twice the amount of time spent exerting himself. Thus, a character who spent two turns increasing his movement rate must rest for a total of four turns, Unlike professional rowers, PCs cannot row at all until they have fully rested. Sailing Sailing vessels use the natural force generated by winds to move, so they are somewhat at the mercy of the prevailing wind. A strong wind can greatly speed a long journey, or make even the shortest jaunt a slow and dangerous affair, depending on the wind’s direction relative to the course desired. ‘Table 3: Sailing Movement and Winds details the influence of winds on sailing vessel movement rates. To use the table, simply cross reference the line that corresponds to the strength of the prevailing winds with the ship’s course relative to the wind. Dungeon Masters can determine wind strength by consulting Table 4: Wind Strength.Table 3: Sailing Movement and Winds Wind Movement Rate Modification Light Into -4 With +4 Across — Moderate Into -% With +4 Across +4 Strong Into NM With Double Across +4 Gale/Storm* Into 4 With Double Across +4 * See the Wind Strength section for'special movement rules that apply during and storms. ‘Movement Rate Modifications: These refer to the bonuses or penalties applied to the base sailing movement rate. ‘The abbreviation NM stands for No Movement; ships have an effective movement rate of 0 if they attempt to into a Strong wind. A— indicates that the ship moves at its base rate. For example, a cog (movement rate of 9) sailing across a strong wind would have two thirds its base movement rate added to its overall movement rate, for a combined rate of 15 (Gr3=03 , 3x2=6, 64 sailing ship's captain or helmsman can increase a ship's base speed through superior seamanship just as officers aboard oared ships can (see page 20). The bonus ‘movement is one third of the ship's base movement rate, Which the DM adds to the ship's speed after any adjustments for wind speed and direction. The speed increase lasts 10 minutes. Ifthe attempt fails, the officers cannot try it again for 10 minutes. Ifthe captain of the cog in the previous example also successfully inspired his crew to greater speed, the cog’s adjusted movement rate would be 18 (9+3=3+15=18). Sailing at high speed does not exhaust sailors as it does rowers, but the officer must repeat the Seamanship check every 10 minutes to see if the ship and crew can maintain the faster pace. (Even a subtle change in wind or sea condition can rob the ship of the extra speed.) A ship with both oars and sails can benefit from only one speed increase through crew handling, but the officers can try to gain the bonus through both means; that is if ship's officers fil to inspire their rowers, they can try to inspire their sailors instead. Daily Movement: Sailing ships have a far greater daily movement rate than rowed vessels, as the former can travel a full 24 hours without stopping. To determine a sailing, vessel's maximum daily movement rate, the DM should multiply the ship’s normal movement rate (including modifiers for wind and weather conditions) by 3. Thus, a ship with a movement rate of 12 can travel a total of 36 (12x3=36) miles in a single day. Ifa ship anchors from dusk to dawn rather than sailing through the night, multiply its base movement rate by 2 to determine its maximum daily movement rate. Thus, the maximum daily movement of a cog, (movement of 9) becomes 18 miles (9x2=18) instead of 27 miles. Note that sailing through the night requires a skilled navigator equipped with some reliable means of checking the ship’s course, such as a compass. If the DM decides such means aren’t available, ships must always remain in sight of land and must anchor each night, otherwise, the vessel becomes lost at sea. Anchoring for the night often proves wise even if a ship’s crew has the knowledge and equipment to handle an overnight voyage. Some hazards that are easily spotted in daylight, such as shoals, sand bars, and reefs, become all but invisible at night No matter how long the ship sail, its officers can attempt to increase its daily movement rate through superior seamanship, just as officers aboard oared ships can. Wind Strength ‘To determine the strength of the prevailing wind, the Dungeon Master rolls 2d6 and consults Table 4: Wind Strength on the first day of a voyage. This table enables the DM to assign the winds a strength category (movterate, strong, storm). After the first day's check, the DM should consult the Next Day column to find the appropriate die roll for the check. He should use this die roll every day for 1d4 days, After that, the DM begins the whole wind check process over again. For example, a DM makes a wind strength check on the first day of his adventuring group's sea voyage and rolls a 10. The party sails on a strong wind for the first day. According to Table 4, the next day's check calls for a 1d6+6 roll. The DM. then determines how long this die roll range isin effect by rolling a d4. A roll of 2 indicates that he uses the 1d6+6 die ranige for 2 days before starting the whole process over again.Table 4: Wind Strength Die Wind First Next Roll Strength Day Day 2 Calm 2d6 Ad4+1 3 Calm 2d6 Ad6+1 4 Light 2d6 2d4 5 Light 26 2d4 6 Light 246 246 o Moderate 2d6 2d6 8 Moderate 246 3d4 9 Strong 246 3d4 10 Strong 2d6 1d6+6, W Gale 2d6 ‘1d6+6" 12 Storm 2d6 2d6* * In the case of gales and storms, clo not check the wind strength the next day, but after the tempest blows itself out (in 1d4 days). Calms: Sailing ships have a movement rate of 0 ina calm. Some of these ships—such as the knarr and pentekonter—possess oars, which allow them to move at a reduced rate (see Table 2: Ship Characteristics) when there is no wind, These ships are subject to the rowing rules described above when using their oars as the primary means of locomotion. Gales: These fierce winds blow for 1d4 days. They force ships to make Seaworthiness checks each day (see the Shipwreck section of this chapter). Ships trying to move across a gale or storm are blown off course. To determine the ship's actual movement each day, move it along its intended course at its adjusted daily movement rate, then move the ship an equal distance in the direction of the gale. A successful Seamanship proficiency check by a ship’s captain or helmsman reduces the distance a gale-tossed ship travels off course by one third, Aship turned into a gale or storm actually moves backwards at one third of its base movement rate. Note that if the captain or helmsman makes a successful Seamanship check, the ship's daily gale movement becomes zeto if the ship turns into the wind For example, a gale blowing from the east would push a cog sailing north 45 miles (base movement rate of 9.+%5 for ‘moving across a strong wind equals 15, which the DM triples to find the daily movement rate). The gale-tossed cog would only travel 30 miles off course if its captain makes a successfiel Seamanship proficiency check, Storms: These fearsome winds force ships to make Seaworthiness checks each day with a~3 penalty (see the Shipwreck section of this chapter for more details). Like gales, storms alter a ship’s course. Because of their unbridled ferocity, however, storms do not allow any Seamanship checks to reduce total movement. Wind Direction For simplicity’s sake, the AD&D game assumes that the wind always blows from one of the four cardinal points of the compass. The wind maintains its direction 1d days before the DM must check it again, using Table 5: Wind Direction. This is, of course, a n designed to make running seafaring ier. In actuality, sea winds blow from any direction and may change direction often. DMs should note that wind direction is always the direction from which the wind is blowing. Thus, an easterly wind comes from the east and blows toward the west. Table 5: Wind Direction 246 Spring/Summer Fall/Winter 2 East South 3 East South 4 South East 5 South East 6 South North 7 West North 8 ‘West North 9 West West 10 North West u North West 2 Fast South Dision Because of the wide variety in ship size, certain ships are easier to see across a watery expanse. Table 6: Visibility Ranges details the range at which certain objects can be seen. This table corresponds directly to the one found in Chapter 13: Vision and Light in the Player's Handbook and refers specifically to people and man-sized objects. All ranges are given in yards.Table 6: Disibility Ranges Condition Mvm Spotted Type ID Detail Clearsky 2,000 1,500 $00 10010 Fogdense 10 1002 «SOS Fog,light 500 200-100 -30—Ss«10 Fog, 10 8650 SO moderate Mist, 1000 500-250 300 light rain Night, 200 100 3010 5 full moon Night, 10 5S moonless Twilight $00 3001503010 ‘Movement (Mom) indicates the maximum distance at which a moving figure or object can be seen. The observer notes only that something is moving and whether it rests on the surface or moves through the air. Ships under sail or oar power are considered moving objects. Spotted is the maximum distance a moving or stationary figure can be seen. Drifting objects are considered stationary for purposes of visibility. General characteristics such as size and the presence of sails become apparent at this range. ‘Type gives the maximum distance at which the general details of a figure can be seen—species, race, weapons, vessel type, etc. ID range enables exact identification—including a vessel's crew complement. Detail range means small actions can be seen clearly. Each vessel in the AD&D game has a size category, which influences the ranges given above. Those ships in the Medium category double the ranges on Table 6. Large ships triple the ranges, and Very Large ships quadruple the ranges. Geographical features such as islands or continental shores become visible at four times the listed range if fairly flat. Hills or cliffs become visible at five times the listed range. Very tall cliffs or low mountains become visible at six times the listed range. Extremely large geographical features, such as continental mountain ranges, remain visible for hundreds of miles on clear days. All of the foregoing assumes that the viewer stands at roughly sea level. A viewer perched in a crow’s nest can see roughly twice as far as one on a ship's deck. A viewer flying at more than twice mast height can see about three times as far as a viewer on the deck. None of these multipliers apply to the Detail category. Height multipliers do not apply to the ID category, but size multipliers do, Thus, someone standing on a ship's deck can recognize a cog (Large ship) on a clear day at 1,500 (600:3) yards. The same viewer could note the cog at a range of 3,000 yards if he stood in a crow’s nest. However, both viewers would have to come within 100 yards to note anything about the cog’s armament or crew. Small details (such as the condition of the cog’s sails) would become visible to both viewers at a range of 10 yards. Shipwrecks Despite every precaution, death at sea is a real possibility. Even the most carefully constructed vessels cannot always withstand the awesome fury of the sea and the capricious might of prevailing weather. Seaworthiness Checks Every ship in the AD&D game possesses a Seaworthiness rating between 1 and 20. This rating, demonstrates the relative stability of a vessel in the face of dangerous weather and ocean conditions. The higher the Seaworthiness rating, the more stable and robust the vessel. DMs can find Seaworthiness ratings for all ships on Table 2 ‘To make a Seaworthiness check, the DM simply rolls a 20-sided die and compares the result with the ship's rating. If the roll is greater than the Seaworthiness value, the ship either founders or grounds, depending on its, location, foundering Any vessel caught within the dangerous force of a storm or gale can founder; make one Seaworthiness check each day the storm or gale lasts (a storm imposes a -3 penalty to a Seaworthiness check). A ship that fails its ‘Seaworthiness check sinks after 1410 hours. If the vessel possesses any smaller craft (such as a skiff) the crew has a chance of escaping, However, these boats must also make Seaworthiness checks while subjected to the storm or gale. A roll of 20 on a storm-induced Seaworthiness check indicates that the vessel in question has capsized. The ship sinks immediately and escape by boat is impossible. All crew and passengers must make successful saving throws vs. death magic or be trapped in the wreck and killed. If the saving throw succeeds, a survivor must still attempt to swim. See the Swimming rules found in the Movement chapter of the Player’s Handbook.Grounding Grounding occurs when a ship enters coastal waters a fog, storm, or gale. A failed Seaworthiness check indicates that the vessel has run aground. Should a ship ground on a marshy coast, sandy shoal, or otherwise soft coastal area, the crew can repair and refloat it after 1d6 days of work, though repairs are not possible until the storm or gale blows out. The jury-rigged ship, however, makes all future Seaworthiness checks with a 3 penalty until properly repaired at a shipyard. Ships that ground on rocky coastline or coral reefs sink within 1d3 hours. A natural roll of 20 on a Seaworthiness check indicates that the ship in question splinters and sinks immediately on the jagged rocks of the coastline. Survivors must attempt to swim to shore using the Swimming rules found in the Movement section of the Player’s Handbook. Dungeon Mastery Tips: Bandling Shipwrecks Nautical travel often proves hazardous. Monstrous sea creatures and other dangers (such as pirates, violent storms, and jagged reefs) can destroy even the strongest of vessels, During a nautical campaign or adventure, itis quite possible that the PCs’ ship will suffer such a fate. It falls to the Dungeon Master to make sure these occurrences do not derail the campaign. Treated the right way, shipwrecks are doorways into new and unexplored territory—not an ignominious end for the PCs, as the following notes show: * Shi as plot devices: This is the simplest ‘method for dealing with. . The Dungeon ‘Master simply avoids d the PCs’ ship unless it furthers the plot. This could mean fudging some die rolls during play or even ignoring the dice altogether. When the time comes for the PCs’ vessel to sink, however, the DM should accomplish this in an exciting way—making it the focal point of an entire night's gameplay. Again, the DM may need to fudge die rolls (this time in the villain’s favor) to move the story along. This technique requires subtlety, as players rarely enjoy being forced into a particular course of action or situation, + Shipwrecks as Transition: Some DMs allow chance a freer hand in their campaigns. In these cases, a few unlucky die rolls may doom the PCs and their vessel. In such cases, the Dungeon Master needs to think quickly. Don’t let random occurrences spoil the adventure. The destruction of the PCs’ vessel is an ‘opportunity for the DM to switch the focus of the campaign If the PCy’ ship founders near land, the characters can wash up on the shore of a desolate island or isolated coast. Such an area offers the possibility of ‘exploration and adventure. Perhaps the area has a vast system of undersea caves housing long-lost treasure. ‘Traversing such cavern complexes can spark several evenings of gameplay and add spice to the campaign. (On the other hand, a community of humans or humanoids could call the area home, or perhaps two tribes or nations are at war. The DM could then design several adventures in which the PCs have a chance to influence the conflict. If the PCs sink in the open sea, they can begin a series of underwater adventures (see the second half of this book for more information on running undersea campaigns). A group of sea elves could rescue the PCs ‘before they drown, bringing them down to their undersea realm and enlisting their aid against the sahuagin or some other suitable undersea antagonist. Likewise, the sahuagin or locathah could capture the PCs, Adventures would then revolve around the PCs attempting to escape from the clutches of these evil undersea creatures. * Surviving a Shipwreck: The key to using shipwrecks to begin new adventures is to give player characters reasonable chances to survive. If the wreck ‘occurs near some kind of land, the party can simply. swim and trust to luck. Otherwise, a DM can devise any number of ways to keep the party afloat, atleast fora short time. For example, even in real life ships don’t sink without leaving some floating wreckage behind. Of course, the PCs might have to swim a reach objects large enough to support them. Various sea creatures, from dolphins to mermen to the sea elves ‘mentioned earlier, might arrive at the scene to help out, and there's always the possibility that another ship might happen along. ‘To ensure that players retain their fear of shipwrecks, itis a good idea to make sure the party does not emerge unscathed. Pethaps a hungry shark or three stops by for a snack. Don’t forget the destructive effects of seawater ‘on the party’s equipment—especially anything made from paper. (The section on spell component saving, throws in Chapter 7 could prove helpful here.) There's to also the chance that a character: for his life might just drop something. Anything not actually strapped to the character could be lost; pouches and packs might open, spilling their contents. To simulate this kind of event, allow each character to designate one item per three character levels as something he definitely holds onto; or example, a 10th level character could automatically hold onto three items of his choice. ‘Then roll 1420 for each remaining magical item or piece of imy it. On a roll of 12 or better, the character keeps the item, otherwise it sinks out of sight. Recovering items lost in this manner could be an adventure in itself, 5Encounters However, if sail you must, take my advice: never trust all you possess on board of a ship. Leave the greater part at home, and ‘freight your vessels with the lesser part only. For I say again it's a terrible thing to perish at sea. —Hesiod, Works and Days Historically, early sea travel often ended in tragedy, and only the bravest or most desperate of men ever chanced the “salt-road.” The dangers inherent in nautical travel are, of course, enhanced in a medieval fantasy world where sea serpents, giant squid, and ships manned by hordes of undead sailors await the hapless, traveler. ‘The following chapter details some of these dangers by presenting encounter tables designed to enhance a nautical campaign or adventure. Through the use of these tables, DMs can present interesting encounters that add to the “flavor” of a seaborne adventure, Alternatively, some of these encounters can easily lead to jidetreks or even entire adventures—the possibilities are limited only by the imagination of the Dungeon Master. Encounter Tables ‘The encounter tables listed below are divided into three separate areas: Inhabited Coastline, Uninhabited Coastline, and Open Sea. In addition, the Natural Phenomena table details a number of naturally ‘occurring encounters, The tables are suitable for tropical, subtropical, temperate, and subarctic areas. Dungeon Masters should modify these tables according to the realities of their own campaign worlds. For example, in one world, piracy may be fairly ‘common. The DM running such a “lawless” world will need to move the Pirate or Privateer encounter from Rare to Common on his encounter table (see Chapter 11 and Table 54 in the DuNGzON MASTER” Guide). In all cases, DMs should reroll any random encounter that does not fit in with the current adventure. 26 Encounter Distance The open sea offers a broad field of vision, and Encounters with ships or creatures traveling on or above the surface usually take place at Spotted range (see Table ty). Creatures traveling below the surface generally come within 1d10x10 feet before PCs ot them. Creatures making a stealthy approach might literally climb aboard a party's ship before anyone notices them. Likewise, a pirate ship hidden behind a headland might pounce on the party’s vessel and appear at very short range indeed. Inhabited Coastline Inhabited coastlines refer to any area within 10 miles of a coastline inhabited by humans, demihumans, or intelligent humanoids. DMs should check for possible encounters three times per day. Encounters occur on a roll of 1 or 2.0n a six-sided die. Table 7: Inhabited Coastline Encounters (d12, ds) 2 Riptide (see page 29) 3. Sirine 4 Natural Phenomenon (roll on Table 10) 5 Merman/Seawolf, lesser 6 Pirates/Buccaneers 7 Locathah/Scrag 8 Dolphins 9. Fishing Boat 10 Shallows (see page 29) 11 Trading Vessel 12 Sand Bar (see page 29) 13. Floating Seaweed (see page 29) 14. Reef (see page 29) 15. Sahuagin/Seawolt, greater 16 Privateer Harpies 18 Rocky Shoals (see page 29) 19 Giant Albatross
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