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Ulbrinter |
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Helmfast |
Dezlentyr |
Stormweather |
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In due course your players
will evince a desire to travel by water.
Rivers, lakes and the seas
have always provided mankind with a means of transportation and livelihood
as well.
From the first raft and
reed boat, ambatche and catamaran, the waters have beckoned men to come
and explore. <provide links to images or wikipedia pages>
This form of adventure certainly
awaits the participants of an AD&D campaign
- with a vengeance!
Encounters are dealt with
in APPENDIX C: RANDOM MONSTER ENCOUNTERS, WATERBORNE ENCOUNTERS,
<make link> <revise to MM2: Aquatic Random
Encounter Tables>
this being subdivided into
fresh and salt water encounters.
Information regarding ships,
their armament and crews, is detailed here. <Info>
The rules are general in
nature to allow playing at any scale or upon any
playing surface desired
(hex or square grid, floor, etc.).
- | - | <Dimensions> | - | - | <Speed> | - | - | - | - | - |
Ship | Cost | Length | Width | Start | Normal Sail | Maximum Sail * | Normal Oar | Maximum Oar ** | <HP.M> | BT(turns) |
Rowboat | 75 gp | 8'-20' | 2'-4' | - | 2 mph | 3 mph | 1 mph | 2 mph | W1-4 | 1 turns |
Barge, small | 50 gp | 15'-20' | 8'-12' | 2 rounds | 2 mph | 3 mph | 1 mph | 1 mph | W1-6 | 1-2 turns |
Barge, large | ? | 25'-45' | 12'-20' | 5 rounds | 1 mph | 2 mph | 1/2 mph | 1 mph | W2-8 | 1-4 turns |
Galley, small | 10,000 gp | 30'-60' | 8'-15' | 3 rounds | 6 mph | 9 mph | 5 mph | 8 mph | W2-12 | 1-3 turns |
Galley, large | 25,000 gp | 120'-160' | 20'-30' | 6 rounds | 4 mph | 7 mph | 4 mph | 8 mph | W4-16 | 1-6 turns |
Merchant, small | 5,000 gp | 25'-40' | 10'-15' | 5 rounds | 5 mph | 7 mph | 1/2 mph | 1 mph | W6-36 | 2-8 turns |
Merchant, large | 15,000 gp | 50'-80' | 15'-25' | 1 turn | 3 mph | 5 mph | 1/4 mph | 1/2 mph | W12-48 <12d4> | 3-12 turns |
Warship | 20,000 gp | 70'-100' | 15'-25' | 1 turn | 4 mph | 6 mph | 1/2 mph | 1 mph | W7-42 | 3-12 turns |
* Based on the wind force of Strong Breeze.
** For short periods of 10-20 minutes.
Rowboat:
Small boats, with or without a sail, which are rowed by oars or paddled,
fall into this category. <^Stats^>
A ship's longboats,
dugout
canoes, skiffs
and punts
are likewise considered rowboats.
A normal crew for a rowboat
can be from <1> to <10> or more men
depending on its size.
Rowboats do not come equipped
with armament and don't function well in breezes
above 19 miles per hour.
These are long, somewhat
rectangular craft designed primarily for river transportation. <^Stats^>
A few larger and sturdier
types are used for lake and coastal duties.
Barges generally have a
shallow draft, as do rafts -- the former having a bow and side freeboard,
with the latter having neither.
The Egyptian Queen Hatshepsut's
obelisk barge is a prime example of a working barge.
Crafts constructed of faggots
bound together, or made of stretched hides, such as the umiak,
<mnemonic touch: 'womansymbolboat' (?) could be used instead of umiak'>
are considered barges in
most cases.
The same is true of sampans
and jangadas.
Normal crew for a barge
varies between 20 and 100 or more men, depending an the size of
the ship and its purpose.
If the barge is a working vessel, such as Queen
Hatshepsut's, it is conceivable
that it could require as many as 100 men, if
not more, to man such a
mammoth barge. Sampans and jangadas, on the
other hand, do not require
a great crew to man them. Sampans need only
three to ten men while jangadas
require as few as one. Barges and rafts
don't usually come with
armament, but can be so equipped if desired.
These types of vessels do
not function well in winds above moderate
breezes.
<try using the image of a raft from one of the covers of Hiero's Journey, by Sterling A. Lanier>
These are long, slim oared
ships. <^Stats^>
Some of the earlier types
of galleys are the Greek && Roman biremes,
triremes
and quadriremes.
These galleys have 2, 3,
ond 4 banks of oars.
The type most commonly used in AD&D is the drakkar, the Viking Dragon Ship.
Drakkar (93.067)
This is a square-sailed,
oared ship having a single mast that can be unstepped.
She is the easiest to maneuver
in choppy waters because the planks are overlapped and riveted together
(clinker built).
This gives her the ability
to move with the waves instead of forcing her hull through them.
Crew for galleys depend
on their size.
Some can have as few as 30
men manning the oars while others have been known to have 200 or more.
Most galleys, because of
the need of space for the men at the oars, do not venture far from land.
The general construction
is such that even though she is seaworthy it is more comfortable to be
near land or sail the rivers and make camp on the shore.
Armament on galleys ranges
from a ram to ballistae.
Some of the larger ones
may even sport a catapult.
GALLEY, SMALL
COST: 10,000 gp
LENGTH: 30'-60'
WIDTH: 8'-15'
START: 3 rounds
MOVE, SAIL:
NORMAL
SAIL: 6 mph
MAXIMUM SAIL: 9 mph
MOVE, OAR:
NORMAL
OAR: 5 mph
MAXIMUM OAR: 8 mph
MHP: W2-12
REPAIRS NEEDED:
BT: 1-3 turns
CREW:
ARMAMENTS:
I12 (incl. deckplans)
This type of ship is most
commonly a small wide-hulled vessel having a single mast and a lateen sail.
<^Stats^>
She is not only favored
by merchants, but pirates
as well. <make notes for both at MM>
She can be moved by sweeps
at rowboat speed.
Cogs,
Cog (93.066)
carracks,
<minis: the carrack seems to have an underdeck, and 2 climbable riggings>
and caravels
of the 13th and 14th centuries are considered to be excellent merchant
ships because of their sturdiness and the few sailors required to man them.
Caravel (93.064)
Most ships of this type can
feasibly carry a hundred or more men,
but because of on-board
conditions and money,
ships are manned by a minimal
crew of at least 10 men,
including the officers.
Pirates
are the exception when manning ships. <make note at MM>
They will fill the ship
with men,
sailing up and down the
coast for about a week,
plunder if they can,
and then put into port.
Typical armament for this
kind of ship includes ballistae and perhaps a catapult. <links
for siege weapons>
<guess:
cog = small merchant ship, caravel & carrack = large merchant ship>
<i
would list in this order: cog, caravel, carrack. see D116 for the reason.>
<"A
caravel
is a small, highly maneuverable, two- or three-masted lateen-rigged ship,
created by the Portuguese and used also by them and by the Spanish for
long voyages of exploration from the 15th century.">
<"A
carrack
or nau was a three- or four-masted sailing ship developed in the Atlantic
Ocean in the 15th century by the Portuguese.">
<ie.
it seems that there were no carracks and caravels of the 13th and 14th
centuries. no ocean-going vessels before the 15th century? hmm Kontiki>
Cog (Small Merchant Ship)
<check this>
COST: 5000 gp
LENGTH: 25'-40'
WIDTH: 10'-15'
START: 5 rounds
MOVE, SAIL:
NORMAL
SAIL: 5 mph
MAXIMUM SAIL: 7 mph
MOVE, OAR:
NORMAL
OAR: 1/2 mph
MAXIMUM OAR: 1 mph
MHP: W6-36
REPAIRS NEEDED:
BT: 2-8 turns
CREW:
ARMAMENTS:
Carrack (Large Merchant Ship)
<check this>
Warships:
These vessels tend to be fast, but at most times not very seaworthy, particularly
the earlier ones. <^Stats^> <+10% chance for
mishap on the storm table?>
The ultimate warship for
the purpose of AD&D is the
nao.
She is <> squaresailed
<> like the cog, but features <2> two or more masts and is of caravel
construction.
She also has a distinctive
overhanging forecastle and a rounded stern.
The crew of a warship generally
consists of 2 or 3 men to work each ballista,
3 or 4 men to handle the
catapult <(default: light catapult)>
and the rest to man the sails.
It is possible to have 100
or more men on board,
but because of the shortage
of space for food and fresh water,
the number is usually considerably
less.
<a
nao (also spelled nau) is another word for a carrack>
<this is just an example of the 'ship statblock' that should be done for each ship
Warship Q | 16 | 5 | 80 area
= 35 HP
COST: 20,000 gp
LENGTH: 78-82'
WIDTH: 18-22'
START: 1 turn
MOVE, OAR: lake 10, river
10, sea 20
MOVE, SAIL: lake 40-50,
river 40, sea 50
NORMAL
SAIL: 4 mph (12")
MAXIMUM SAIL: 6 mph (18")
NORMAL
OAR: 1/2 mph (2")
MAXIMUM OAR: 1 mph (3")
MHP.w: 35
REPAIRS NEEDED!: 12-18 MHP.w
BT: : 3-12 turns
CREW:
5 Mates
35 Sailors
(10 on siege weapon duty)
10 Marines
ARMAMENTS:
2 ballistae
(6 sailors, 3 on each)
1 light
catapult (4 sailors)
* D116 notes 3" being equal to 1 MPH
COST:
LENGTH:
WIDTH:
START:
MOVE, OAR:
MOVE, SAIL:
NORMAL
SAIL:
MAXIMUM SAIL:
NORMAL
ORA:
MAXIMUM OAR:
MHP:
REPAIRS NEEDED:
BT:
CREW:
ARMAMENTS:
>
Hull
Values:
The hull value or the defensive
point value is how much damage the ship can sustain before sinking
(any time that damage reaches
one-third or more of this value, repairs must be made).
For damage <megadamage.wood>
done to a ship by various attack forms,
see Siege
Attack under CONSTRUCTION AND SIEGES.
To determine the number
of points each ship can have, see the table below and roll accordingly.
Type of Vessel | <HP.M> |
Rowboat | W1-4 |
Barge, small | W1-6 |
Barge, large | W2-8 |
Galley, small | W2-12 |
Galley, large | W4-16 |
Merchant, small | W6-36 |
Merchant, large | W12-48 |
Warship | W7-42 |
<* HP.M
= MEGA Hit Points, aka MEGA HP : formerly, HV : Hull Values.>
<link
to main HP.M explanation>
Repairing
Damage:
Any time damage reaches
one third <(1/3)> to one half <(1/2)> of a ship's hull value,
repairs
can be made at sea.
If the damage is more than
one half <(1/2)>,
the ship
must put into port for repairs.
The amount of time and repairs
needed as well as the cost involved will be at the DM's option.
<UA.theory: at this level of dmg, GUIDED TOUR back to the nearest port>
Length
and Width:
The average length and width
of most ships is given below.
It will be up to the DM
or the players buying or constructing them to determine exactly how long
and wide any ship will be.
Ship | Length | Width |
Rowboat | 8'-20' | 2'-4' |
Barge, small | 15'-20' | 8'-12' |
Barge, large | 25'-45' | 12'-20' |
Galley, small | 30'-60' | 8'-15' |
Galley, large | 120'-160' | 20'-30' |
Merchant, small | 25'-40' | 10'-15' |
Merchant, large | 50'-80' | 15'-25' |
Warship | 70'-100' | 15'-25' |
<perhaps this could be moved to the bottom, considering that the numbers have been added to the main table, and will be added to the individual ship statblocks>
Crew:
See Ship
Master and Ship Crew under EXPERT HIRELINGS.
<theory: to keep
it simple, the crew does not include any captains, or people in the chain
of command.
in other words, any ship
masters do not count towards the total # of ship crew.
I'm not sure if this is
the same principle that is applied to leader-types for humanoids, but I
hope so
if you go with this, note
this at both ship master & ship crew.>
Wind
Direction and Force:
Wind
direction and its force are important in determining if sails, oars, both,
or neither can best be used in propelling the ship.
Currents
of course will aid or hinder the ship, but it will be up to the DM to decide
what currents, if any, will be in the oceans.
Wind
force will need to be determined for movement abilities and damage if the
force is above Strong Gale.
Direction (d8) | 1 = North | 2 = South | 3 = East | 4 = West | 5 = Northwest | 6 = Northeast | 7 = Southwest | 8 = Southeast |
(3d6) | Force | Miles Per Hour |
3 | Calm | 0-1 |
4-5 | Light Breeze | 2-7 |
9-12 | Moderate Breeze | 8-18 |
13-15 | Strong Breeze | 19-31 |
16 | Strong Gale * | 32-54 |
17 | Storm * | 55-72 |
18 | Hurricane * | 73-136 |
* Any wind of strong gale force or better will have a percentage chance
to do damage to the ship
There is also a chance for men to be blown overboard.
The amount of damage and how many men may be blown overboard will be determined
by the DM.
Checks are made every 6 hours, or until winds subside.
<isn't
the above redundant? just link to the storm table?>
<*
& indentation added for clarity>
<color
links for clarity>
<
Note: at ship
master, it says :
Sailing any vessel will
be progressively more hazardous without master or captain, lieutenants,
and mates.
(See WATERBORNE
ADVENTURES).
with a reference
!
Couldn't find anything yet,
as a rule of thumb, I would
use :
a) the GUIDED TOUR principle
from Unlimited Adventures, if you have the currents mapped out.
this
is playable, and is good for the pacing of the adventure
b) According to REF2, Navigator
(secondary skill) is based on a Wisdom check. Perhaps, just use the worst
of both rolls if the ship master is out of her waters.
Keep
it simple.
c) A successful WIS check
will allow for the best of 2 rolls on the storm table
>
- | Strong Gale | Storm (55-72 mph) | Hurricane |
A. Capsizing? | 1% | 20% | 40% |
B. Broken mast? | 5% | 25% | 45% |
C. Broken beams? | 10% | 35% | 50% |
D. Torn sail and/or fouled rigging? | 20% | 45% | 65% |
E. Man overboard? | 10% | 50% | 70% |
<On
deck, the storm is wearying for a landlubber.
Characters
must roll a saving throw <save> vs. breath weapon, including Constitution
bonus, to avoid seasickness.
Seasick
characters are at one-half Constitution for 1-6 hours after the storm subsides.">
<where's
this from? pretty sure it's a 1E source, but the source needs to be noted>
Exhaustion:
Exhaustion will occur after
the crew has rowed at their normal speed for 8-10 hours or at maximum speed
for 30 minutes.
This applies only to galleys
or any other oared vessel.
Movement:
Any oared ship can move
forward from a complete standstill in one <1> round.
Galleys are able to do a
pivot only if they are dead still in the water.
This action requires a certain
amount of skill or else the oars may be damaged.
Any ship wanting to turn
must let her momentum carry her twice her length before such a procedure
may begin.
Movement From a Standstill Position to Normal Speed
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Speed:
The table below indicates
how fast ships can sail or be oared at normal and maximum speed.
Ship Type | Normal Sail | Maximum Sail * | Normal Oar | Maximum Oar ** |
Rowboat | 2 mph | 3 mph | 1 mph | 2 mph |
Barge, small | 2 mph | 3 mph | 1 mph | 1 mph |
Barge, large | 1 mph | 2 mph | 1/2 mph | 1 mph |
Galley, small | 6 mph | 9 mph | 5 mph | 8 mph |
Galley, large | 4 mph | 7 mph | 4 mph | 8 mph |
Merchant, small | 5 mph | 7 mph | 1/2 mph | 1 mph |
Merchant, large | 3 mph | 5 mph | 1/4 mph | 1/2 mph |
Warship | 4 mph | 6 mph | 1/2 mph | 1 mph |
* Based on the wind force of Strong Breeze.
** For short periods of 10-20 minutes.
<perhaps this could be moved to the bottom, considering that the numbers have been added to the main table, and will be added to the individual ship statblocks>
Burn
Damage of Controlled Fires:
For
every 10 flaming arrows,
every
flaming catapult missile,
and
every 5-dice fireball and up (i.e., a
10-dice fireball requires a double check) that hits,
burn
damage will have to be determined.
Lightning
bolts will have to be checked for burn
damage at increments of 8-dice.
Anything
below that only does structural damage
(see
CONSTRUCTION
AND SIEGES, SIEGE ATTACK VALUES).
<(theory)
: does damage in MEGA Hit Points>
When
a lightning bolt does burn damage,
subtract
3 from the roll for the kind of damage that is done
(for
example, a 15 is rolled, 15 - 3 = 12; twelve is the number on the table
to determine damage).
(3d6) | Fire Damage | Hull Damage Equivalent |
3-7 | Light damage | 1 point of hull damage |
8-10 | Light to moderate damage | 2-4 points of hull damage |
11-13 | Moderate damage | 3-6 points of hull damage |
14-15 | Moderate to heavy damage | 4-8 points of hull damage |
16-18 | Heavy damage | 5-10 points of hull damage |
<HP.MW>
Light
damage: Almost no damage.
Requires
no immediate attention.
When
a ship has sustained more than 3 light damages, consider it to be light
to moderate damage.
Light
to moderate damage: Minor damage done.
No
immediate repairs needed.
When
a ship has sustained 2 light damages and 1 light to moderate damage or
2 light to moderate damages,
consider
it to be moderate damage.
Moderate
damage: A few minor repairs needed before the ship can get underway.
When
a ship has sustained 2 moderate damages, consider it to be moderate to
heavy damage.
Moderate
to heavy damage: Many minor repairs needed or several major ones needed
before the ship may sail.
When
a ship has sustained 2 moderate to heavy damages, consider it to be heavy
damage.
Heavy
damage: Extensive repairs needed to ship's sails and mast.
Rigging
burned badly.
The
DM will have to decide what part of the ship took damage.
The
amount will be determined by what did the damage to the ship.
This
will have to be subtracted from the ship's hull value.
Ships' Burning Time of Uncontrolled Fires:
Damage
done to a ship by fire that equals or surpasses the hull value is considered
a fire that is no longer under control by the men aboard.
Also,
any fires magically fed and not countered have a 75% chance of spreading
out of control due to the time,
lack
of men or capable magic-user, or other circumstances.
Ship Type | Burning Time |
Rowboat | 1 turn |
Barge, small | 1-2 turns |
Barge, large | 1-4 turns |
Galley, small | 1-3 turns |
Galley, large | 1-6 turns |
Merchant, small | 2-8 turns |
Merchant, large | 3-12 turns |
Warship | 3-12 turns |
Before any battle in which
ramming is intended,
the mast must be unstepped
and secured on deck.
Ramming (which can only
be done by galleys) must be done head-on at full speed,
with the galley striking
the target ship at a 60-90° angle.
After striking, the ramming
ship must backwater immediately or risk sinking with the ship it rammed
or being boarded by her crew if the hole is above the water line.
Grappling
and Boarding:
Grappling is done when the
men of one ship,
by means of a grapnel and
rope,
attempt to secure their
craft to another ship (or something else, should it be desired).
There is a 25% chance that
the men aboard the
grappled ship will be able
to successfully sever the line or remove the
grapnel. If the attempt
to remove the grapnel fails, the ship may find herself
boarded by the men of the
other ship. If both ships are of the same
type, i.e., two galleys,
then there are no bonuses for melee. However, if it
is the crew of a galley
trying to board a merchant ship or warship, the
latter will attack with
a + 1 while the former with a -1. The reason is that
the men aboard the merchant
or warship have the advantage of height,
and are fighting down at
the men on the galley. When this happens, the
men in the galley usually
outnumber the men on the higher ship, by as
much as three to one in
some cases. This applies to all ships that are built
with two or more decks.
Melee:
Human-like vs. human-like:
On-board combat will be as normal melee
combat in a dungeon. Sahuagin,
lacedon
(ghouls), kopoacinth (gargoyles).
koalinth
(hobgoblins) and men (buccaneers and
pirates)
will attempt
to board the ship. Other
human-like creatures such as nixies, aquatic
elves,
tritons,
sea
hags and mermen cannot or will not
try to board.
Human-like vs. non-human:
The men on a ship will be at a disadvantage fighting monsters in the water.
A squid will try to encircle
the ship with its tentacles and sink it.
Other sea monsters may be
just as dangerous.
See the MONSTER MANUAL for specifics of each monster.
There are several ways to
sink a ship.
One is to ram her, damaging
her hull and thus forcing her to take on water (see Ramming).
Depending on the size of
the ship and the location and size of the hole,
it may take from 1-12 turns
before she sinks below the surface of the water
(rowboats and small rafts
are the only vessels that will sink in less than 1 turn).
Burning is another way to
sink a ship.
She will burn to her waterline
and everything beneath that will sink (see Burn Damage
of Controlled Fires).
A rowboat hit directly with
a boulder will sink immediately.
It will take several direct
hits with a boulder before enough damage is done to cause a merchant ship
or warship to sink
(see Hull
Values and Siege Engines).
The weather is also a factor
that can cause a ship to capsize and eventually sink (see Wind
Direction and Force).
Some monsters, such as a
Sea Snake or a Dragon Turtle,
will also attempt to capsize
a ship if they should choose to attack it.
Ship's
Capture:
The capturing of a ship
occurs when all the crew aboard one ship have died, surrendered, or are
rendered helpless and unable to fight (trapped in the hold, far example).
To determine if surrender
will take place,
compare the crews of both
sides. If one side is greater by 3 to 1, surrender
is inevitable by the side
that is outnumbered. The captain of the losing side
may refuse to surrender
and order his men to continue fighting (a roll of 1
on a d6 indicates that his
men will obey). Surrender does not apply to
player characters. They
decide whether or not they want to surrender.
Swimming:
Swimming will be impossible
in any type of metal armor with the exception of magic armor.
Any character wearing magic
armor will be encumbered and the only stroke possible will be the dog paddle.
It is possible to swim in
leather and padded armor, but it is awkward and there is a 5% chance of
drowning per hour.
All heavy possessions must
be discarded or the chance of drowning increases by 2% for every 5 pounds
on the character's person other than his or her leather or padded armor.
This includes weapons, purses
filled with gold and/or gems, backpacks and hard boots.
One unsheathed dagger may
be carried by the adventurer between his or her teeth.
Swimming during winds above
35 miles per hour will be almost impossible, and there is a 75% chance
of drowning.
General
Naval Terminology:
Aft -- the rear part of
a ship.
Corvice -- a bridge with
a long spike in its end used by the Romans for grappling and boarding.
Devil -- the longest seam
on the bottom of a wooden ship.
Devil to pay - chalking
the seam of the same name.
When
this job is assigned, it is given to the ship's goof-off and thus comes
the expression "You will have the devil to pay".
Fore -- the forward part
of a ship.
Fore Castle -- a fortified
wooden enclosure resembling a castle in the fore of a ship.
Hoist Sails -- to raise
the sails.
Lower the sails -- to let
the sails down.
Port -- the left side of
a ship; also a city or town where ships may take refuge or load and unload
cargo.
Shearing off oars - accidentally
or intentionally breaking oars of one or more ships
when
attempting to board or cripple the ship if it did not retract its oars.
Starboard
-- the right side of a ship.
Step -- to put the mast
up.
Stern -- a section of the
aft of a ship.
Stern Castle -- the same
as a fore castle except that it is in the stern of the ship.
Stroke -- the drummer and
the beat he sets for the oarsmen on a galley.
Top Castle -- a fortified
structure on the mast.
Unstep -- to take down the
mast.
Weigh Anchor -- means the
anchor is clear of the bottom.
<A section that links to / summarizes info from other sections could be added here>
Quote:
Originally Posted by Delta
Gary, I'm wondering what
real-life era you think most closely corresponds to the AD&D
worldview (esp., technology-wise).
For example, in the 1E DMG you mention that full plate armor is "a late development and is not considered (c. 1500)", although you did include it in Unearthed Arcana.
In the Waterborne Adventures section, you wrote that "Cogs, carracks, and caravels of the 13th and 14th centuries are considered to be excellent merchant ships". However, my reading of history is that carracks & caravels weren't invented until the mid-1400's, i.e., the 15th century.
I guess I'm most interested in the ships aspect. In your AD&D campaign, were carracks, caravels & naos (a) the majority of sailing ships (as in 1500's), (b) an elite minority (as in 1400's), or (c) only an exotic hypothetical prospect (as in 1300's or earlier)?
The short answer to all
that is: You are the DM, suit technology in the campaign to what you plan
to do therein.
Full plate armor was a development of the 15th century, and when I was writing the pieces that comprised the bulk of the UA book my concept of developing technology in a fantasy milieu had altered. It then seemed illogical to to me to have the level of advancement stuck in the early middle ages. Thus I had fragatas and sambuks and prahus and galleasses and galleons on the seas as well as junks, cogs, caravels, and carracks.
Cheers,
Gary
Quote:
Originally Posted by Steverooo
So with the 1400s-or-so
tech., why no compasses in D&D?
What is an Arrow of Direction
if not a compass?
With so many armored folks about a normal one is likely to function properly only on a ship
As the DM of your campaign world setting you can put as many in as you like, of course.
Cheers,
Gary
<maybe list as rowboat (boat, small)>
<boat, long should be added. maybe list as keelboat (boat, long) to
avoid confusion><add note & link in descrip to disambiguate>
<* D116 notes 3" being equal to 1 MPH>
<Move.Sail.Normal?><Move.Sail.Maximum?><Move.Oar.Normal>
<Move, or speed? Monsters and characters have a Movement Rate, or Move><In
play, it would be "Sail Move", "Oar Move". Our boat has a "Sail Move"
of ....>
<color the BT link>
<merchant, large: length = (2d4-1 x 5) + 45?><merchant, large: width = d3: 1=15, 2=20, 3=25?>
<at 50' length and 10' width, that would be 30 5 foot squares. divide
the number of 5 foot squares by 2 to determine the crew?>
<note that pirate ships are an exception. they fill their ship to the
max>
<ensure an image ('UA' size is nice), for all of the following>
*template***template*