In my homespun campaign I think I'm going to have an opportunity to have my players sail to "lands afar and mysterious". But I've never done anything like that before so I'm looking for some help.
How do I handle/manage/attack ships?
What are the different kinds of ships? Oh, if you need setting information this is for the Forgotten Realms circa 1372 DR.
How do I deal with weather and ship wrecks?
Is there a 'sea sick' condition? Who may or may not be susceptible?
Depending on the feedback received I may have some follow-up questions.
In the DMG there is the answers to almost your all questions.
There is a nice section for "water" situation: a list of common ships (even big ships) with hit points, crew requirements, AC and speed.
There is also a section for weather conditions, but they do not tell specifically the effects on a ship.
For attack on a ship, there is a paragraph in the last section of the DMG in which are described some siege weapons, some of which can be used on a ship, like a ballista.
In the DMG there is the answers to almost your all questions.
There is a nice section for "water" situation: a list of common ships (even big ships) with hit points, crew requirements, AC and speed.
There is also a section for weather conditions, but they do not tell specifically the effects on a ship.
For attack on a ship, there is a paragraph in the last section of the DMG in which are described some siege weapons, some of which can be used on a ship, like a ballista.
Dang it! DDB has made me lazy. :-( Thanks for the tips @filcat.
Ok - Has anyone run one a sea-themed adventures? What worked? What didn't?
I've run and been a PC in a lot of nautical campaigns. I was pretty much the target demographic for Pirates of the Caribbean (2003) when it came out, so my nerdy friends and I have figured out whatever we need to know about D&D in an Age of Sail equivalent. I can't summarize those experiences down to bullet points, but if you have a specific question or you want to brainstorm, consider me a resource.
I've run and been a PC in a lot of nautical campaigns. I was pretty much the target demographic for Pirates of the Caribbean (2003) when it came out, so my nerdy friends and I have figured out whatever we need to know about D&D in an Age of Sail equivalent. I can't summarize those experiences down to bullet points, but if you have a specific question or you want to brainstorm, consider me a resource.
I appreciate the offer @Dreadweasel. +1 :-D
Right now I don't have any specific questions other than: where do I start? Like I mentioned, I'm just now starting my research. I'm taking a chapter-by-chapter approach to my homespun campaign and the nautical adventures will take place in about 2 chapters. The party needs to complete the 'current' chapter; I'm working on the 'next' chapter. Depending on decisions made by the party the nautical chapter could be after the 'next' chapter or later.
Sure thing. The one thing to keep in mind with boats is that it essentially gives the PCs unlimited mobility (and if you're not willing to give them that, then you need to figure out why because they'll test it at every opportunity). An adventuring party becomes very hard to track on the ocean - random encounters are limited, unless you want to send them up against enemy wizards, dragons, elementals, weather hazards, etc. So if you've got a very structured approach to DMing, giving the PCs a boat will definitely throw a wrench in your plans.
"We're wanted in Grigsport? Well, best not go back to Grigsport, then!" "There are horrors in the East Marshes? Here, old man, show us on the map these horrors lurk, so we can be sure to avoid them!"
Or my favorite... Ranger: "There's an Island of Weasels!? Let's go there!" DM: Yeah, uh, it's where the kobold clans go to -" Ranger: "Don't care! Set sail NOW! Weasels!" DM: "I mean, yeah, sure. It's not like you guys are in the middle of a story arc right now or anything. Not like you just robbed the Admiralty and stole the Crystal Codex for the Mad Wizard of Sarlast and he needs that to build his--" Ranger: "I hear you talking a lot, but none of those words are describing the Isle of Weasels, which is what's important right now. Focus."
Sure thing. The one thing to keep in mind with boats is that it essentially gives the PCs unlimited mobility (and if you're not willing to give them that, then you need to figure out why because they'll test it at every opportunity). An adventuring party becomes very hard to track on the ocean - random encounters are limited, unless you want to send them up against enemy wizards, dragons, elementals, weather hazards, etc. So if you've got a very structured approach to DMing, giving the PCs a boat will definitely throw a wrench in your plans.
"We're wanted in Grigsport? Well, best not go back to Grigsport, then!" "There are horrors in the East Marshes? Here, old man, show us on the map these horrors lurk, so we can be sure to avoid them!"
Or my favorite... Ranger: "There's an Island of Weasels!? Let's go there!" DM: Yeah, uh, it's where the kobold clans go to -" Ranger: "Don't care! Set sail NOW! Weasels!" DM: "I mean, yeah, sure. It's not like you guys are in the middle of a story arc right now or anything. Not like you just robbed the Admiralty and stole the Crystal Codex for the Mad Wizard of Sarlast and he needs that to build his--" Ranger: "I hear you talking a lot, but none of those words are describing the Isle of Weasels, which is what's important right now. Focus."
I'm sorry, I just burst out laughing when I read your exchange there... LOL :-D
Right now I'm thinking the party will be passengers (either paid/duped/conscripted/shanghaied) on a ship. And this ship will run into some trouble during its travels, or not. Haven't made up my mind, yet. However, for the time being, I'm being very structured because all of my players are new to D&D and TTRPGs in general. They're not entirely sure what to do next sometimes.
Random encounters aren't really limited. I would say they can be much more unforgiving. Pirates, various monsterous races that call the ocean home. An Island coast with a Harpy or two. There is still a lot of challenging encounters that can come from the ocean.
Also avoid any Island with a cute cuddly creature.
I download a copy of these and found them very useful. I started my High seas adventure with the players walking up each in their own cell. (Solved the how did me meet problem) They had nothing and had to get out. What made this interesting was that they were located on a island in a cave complex and only one player had a sailor background. HAHA They could kill all the crew but it would have been very tough to sail away on the size of boat docked with 5 people.
Made for an interesting campaign so far and they are off to the isle of dread soon.
Giving the players a boat and open water can lead to so many different adventures. Watch Old Sinbad movies and you'll be inspired.
Rollback Post to RevisionRollBack
JT "You will find that many of the truths we cling to depend greatly on our own point of view."
Random encounters aren't really limited. I would say they can be much more unforgiving. Pirates, various monsterous races that call the ocean home. An Island coast with a Harpy or two. There is still a lot of challenging encounters that can come from the ocean.
Also avoid any Island with a cute cuddly creature.
I will avoid creating any Island with cute cuddly creatures! :-D
I download a copy of these and found them very useful. I started my High seas adventure with the players walking up each in their own cell. (Solved the how did me meet problem) They had nothing and had to get out. What made this interesting was that they were located on a island in a cave complex and only one player had a sailor background. HAHA They could kill all the crew but it would have been very tough to sail away on the size of boat docked with 5 people.
Made for an interesting campaign so far and they are off to the isle of dread soon.
Giving the players a boat and open water can lead to so many different adventures. Watch Old Sinbad movies and you'll be inspired.
Thanks for sharing that download. And it sounds like you have an interesting adventure/campaign going on. However, like your players, I don't plan on creating a situation where they can entertain the thought of commandeering the/a ship. ;-)
I download a copy of these and found them very useful. I started my High seas adventure with the players walking up each in their own cell. (Solved the how did me meet problem) They had nothing and had to get out. What made this interesting was that they were located on a island in a cave complex and only one player had a sailor background. HAHA They could kill all the crew but it would have been very tough to sail away on the size of boat docked with 5 people.
Made for an interesting campaign so far and they are off to the isle of dread soon.
Giving the players a boat and open water can lead to so many different adventures. Watch Old Sinbad movies and you'll be inspired.
Thanks for sharing that download. And it sounds like you have an interesting adventure/campaign going on. However, like your players, I don't plan on creating a situation where they can entertain the thought of commandeering the/a ship. ;-)
I wasn't planning on they getting the ship and technically the ship now belongs to the old first mate they spared to help them get off the island and are now paying well and gets a percentage of the take. Sometime as a story progresses things change and I change with it. I thought they might just take the prisoners they saved back to Buldars Gate and head off on they way but they decided to take a different route. I sort of semi planned to begin Horde of the Dragon Queen... guess I'll be saving that for another day.
The same could happen to you in reverse. What would happen if your players decided to move inland? I like to offer players a bit of latitude to decide their own path. They love the High Seas and even though I had to switch gears a bit it's been pretty darn awesome.
Rollback Post to RevisionRollBack
JT "You will find that many of the truths we cling to depend greatly on our own point of view."
To post a comment, please login or register a new account.
Greetings and salutations! *waves*
In my homespun campaign I think I'm going to have an opportunity to have my players sail to "lands afar and mysterious". But I've never done anything like that before so I'm looking for some help.
Depending on the feedback received I may have some follow-up questions.
Thanks! in advance for your help.
I wear pants, short pants.
I also ask a lot of questions; insatiably curious
In the DMG there is the answers to almost your all questions.
There is a nice section for "water" situation: a list of common ships (even big ships) with hit points, crew requirements, AC and speed.
There is also a section for weather conditions, but they do not tell specifically the effects on a ship.
For attack on a ship, there is a paragraph in the last section of the DMG in which are described some siege weapons, some of which can be used on a ship, like a ballista.
I wear pants, short pants.
I also ask a lot of questions; insatiably curious
Actually I am running one now ;-)
But it is still in the intro, I didn't get the party to navigate a ship, not yet at least, but I planned to do it.
If you want to follow it, is named A Tale from the Sea (see signature).
I wear pants, short pants.
I also ask a lot of questions; insatiably curious
I've run and been a PC in a lot of nautical campaigns. I was pretty much the target demographic for Pirates of the Caribbean (2003) when it came out, so my nerdy friends and I have figured out whatever we need to know about D&D in an Age of Sail equivalent. I can't summarize those experiences down to bullet points, but if you have a specific question or you want to brainstorm, consider me a resource.
https://dreadweasel.blogspot.com/
I wear pants, short pants.
I also ask a lot of questions; insatiably curious
Sure thing. The one thing to keep in mind with boats is that it essentially gives the PCs unlimited mobility (and if you're not willing to give them that, then you need to figure out why because they'll test it at every opportunity). An adventuring party becomes very hard to track on the ocean - random encounters are limited, unless you want to send them up against enemy wizards, dragons, elementals, weather hazards, etc. So if you've got a very structured approach to DMing, giving the PCs a boat will definitely throw a wrench in your plans.
"We're wanted in Grigsport? Well, best not go back to Grigsport, then!"
"There are horrors in the East Marshes? Here, old man, show us on the map these horrors lurk, so we can be sure to avoid them!"
Or my favorite...
Ranger: "There's an Island of Weasels!? Let's go there!"
DM: Yeah, uh, it's where the kobold clans go to -"
Ranger: "Don't care! Set sail NOW! Weasels!"
DM: "I mean, yeah, sure. It's not like you guys are in the middle of a story arc right now or anything. Not like you just robbed the Admiralty and stole the Crystal Codex for the Mad Wizard of Sarlast and he needs that to build his--"
Ranger: "I hear you talking a lot, but none of those words are describing the Isle of Weasels, which is what's important right now. Focus."
https://dreadweasel.blogspot.com/
I wear pants, short pants.
I also ask a lot of questions; insatiably curious
Random encounters aren't really limited. I would say they can be much more unforgiving. Pirates, various monsterous races that call the ocean home. An Island coast with a Harpy or two. There is still a lot of challenging encounters that can come from the ocean.
Also avoid any Island with a cute cuddly creature.
There is an excellent set of optional rules Nautical Adventure Rules https://olddungeonmaster.wordpress.com/downloads/
I download a copy of these and found them very useful. I started my High seas adventure with the players walking up each in their own cell. (Solved the how did me meet problem) They had nothing and had to get out. What made this interesting was that they were located on a island in a cave complex and only one player had a sailor background. HAHA They could kill all the crew but it would have been very tough to sail away on the size of boat docked with 5 people.
Made for an interesting campaign so far and they are off to the isle of dread soon.
Giving the players a boat and open water can lead to so many different adventures. Watch Old Sinbad movies and you'll be inspired.
JT " You will find that many of the truths we cling to depend greatly on our own point of view."
I will avoid creating any Island with cute cuddly creatures! :-D
I wear pants, short pants.
I also ask a lot of questions; insatiably curious
I wear pants, short pants.
I also ask a lot of questions; insatiably curious
JT " You will find that many of the truths we cling to depend greatly on our own point of view."