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Seas of Blood: Fantasy on the High Seas
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<blockquote data-quote="DM_Jeff" data-source="post: 2008573" data-attributes="member: 3687"><p>Seas of Blood is the largest, meatiest most aspiring tome from the Mongoose crew to date. </p><p></p><p>Seas of Blood: Fantasy on the High Seas</p><p>by Matthew Sprange</p><p>Cover art by Anne Stokes</p><p>$19.95 128-page d20 sourcebook for DM`s and players alike.</p><p>ISBN: 1-903980-08-9</p><p></p><p>Overview: Mongoose Publishing continues to prove itself a very reliable, gamer-oriented company. They consistently deliver quality entertainment. They show no signs of slowing and they continue to somehow get better at the same time. Seas of Blood is the definitive guide on roleplaying d20 Dungeons and Dragons on the high seas. If you have a campaign that will touch on seagoing adventure beyond “you take a ship and get there”, then this book is all you need to introduce the danger of the deep to your campaign world. It also opens up new doors for your campaign by setting the stage for their various “Ships of…” series and the Slayers Guide to Sahuagin, everything a group needs for a nautical campaign. </p><p></p><p>Review: Seas of Blood opens with an introduction that touches on something so brief but so important it`s worth mentioning here as well. Seas of Blood is a FANTASY supplement. Assuming that a world of dwarves, elves, hobgoblins, spells and divine magic does not effect shipping is absurd, and so Seas of Blood is fully integrated with historical base ships and a host of fantasy-oriented ships that never existed, but would have been cool if they did. Considering way too many sea supplements and adventures for D&D in the past have never touched on this, it`s exciting to see it finally added to game play. Also the book was set up to allow you to integrate the rules fully, into what ever D&D game you are running anywhere, with little or no adjustments or changes. This too, is very important to many.</p><p></p><p>Next comes Men of the Sea. This chapter sets up ways for all existing character classes to feel at home on board a ship. A sidebar introduces us to a noble design concept: the sea druid. Instead of clogging us with a whole new class, it shows how some of the druids` otherwise straight woodland abilities can be replaced with seagoing talents to show their nautical natures. Following some more great design technique, we`re introduced to additions and further explanations to the Knowledge: Seamanship and Profession: Navigator skills (as opposed to new skills elsewhere). With just minimal rank in these skills characters can feel right at home on a ship. Next comes the Sailor NPC class (in the vein of the Expert, Commoner, etc. NPC classes from the DMG) and the Buccaneer (swashbuckler extraordinaire), Reaver (seagoing combat specialist) and Navigator-Wizard Prestige Classes. These are all very well balanced and offer strong direction to nautical characters with a super bunch of related, useful abilities. (Playtesting showed their true strength, these aren`t fluff, friends). Understanding the new D&D to the fullest, it`s explained how there are no “pirate” or “privateer” classes within. These things are more based off of role than anything else, either you are a pirate or you`re not. A sailor gone bad, a fighter with knowledge: seamanship or an evil wizard who plunders other ships is a pirate! Next up is a small section on hiring different crews. Each grade (green seaman, old salt, etc.) is fully detailed with a stat block, plus notes on their ilk, availability, and costs to hire! Next up is a helping of nautical feats, 13 in all including Amazing Agility, Bargain, Duck and Weave, Eagle Eyes, Improved Underwater Combat, Inspire Loyalty, Master Helmsman, Rapid Loader, Sea Legs, Steady Captain, Superior Helmsman, Strong Swimmer, & Underwater Combat! Again, these are strong, useful feats that will surely prove useful in defining a superior seagoing expert and talent, but not necessary for characters to enjoy a shipboard adventure.</p><p></p><p>The Nautical Travel chapter next covers all matter of the mighty voyage itself. Full easy-to-manage yet accurate rules and discussion for figuring navigation, the different locomotion available on board, wind and weather, visibility, seaworthiness, preparing for long, long journeys, and even how to handle mutiny are fully laid out so they fit in seamlessly, not adding page after page of charts you`ll never consult during play! </p><p></p><p>Next comes Battle on the High Seas, the combat chapter! First is detailed and described in full the new Ship Stat Block developed for the d20 system. Similar to Monster Manual blocks for familiarity, each ship is fully defined using familiar d20 terms like speed, hardness and armor class, and seamlessly introduces us to the likes of maneuverability, structure points and special ship qualities, as well as weaponry and cargo stats. Anyone familiar with d20 will feel right at home, and reading the entries is almost second nature. It`s important to remember during all this, that playing with miniatures is all fine and dandy (and darn good-looking!) but not required for play. This is not a miniatures war game, but a way to play out ship battles in a role-playing environment. That said, folks will be surprised to find out how well the rules do hold up to multiple ship combats! A ship`s maneuverability rating can quickly show you it`s design and provides bonuses to crew actions. Turn Rate shows simply how far a ship must travel before changing heading. Weapons such as ballistae, catapults (and, optionally, cannons) are fully detailed with firing arcs and stats, showing damage cause in both hit points for crew and structure points for ship-to-ship combat. It`s important to note that for completeness, the rules assume a non-gunpowder environment, but fully support rules for cannons and gunpowder for campaigns of that design). Sinking, ramming, crew damage, onboard fires and the like are all fully covered. Next comes a good look into Mongoose`s new Open Mass Combat System as they detail how to resolve full-scale crew battles! As I later described to another group, the system almost operates on two different scales. The player characters are operating on one level, fighting the monsters and important adversaries on the enemy vessel, while all around them the battle is raging between the ship`s crews...not just described by the DM but able to be fully played out, taking into consideration equipment, talent, and luck, plus PC interaction and skills! As opposed to dozens of die rolls and ridiculous calculations, a moment of figuring a die roll or three will accurately portray a round of mighty mass combat adding tension and casualty to the day! Playtested rigorously, we found this to be an excellent resolution to high seas combat, and worked into our games very smoothly. What about multiple crew combats? Characters vs. enemy crews? Boarding actions? Morale? It`s all here folks, you`d be hard-pressed to find your favorite details not included here.</p><p></p><p>Next up is the Ships of the Sea chapter, the wonderfully-realized stat block system of detailing all kinds of vessels with all the data and explanation needed to run them in a moment`s notice. Each ship has an accompanying beautiful image of art to show it off. Over 20 ships are fully detailed, from the rowboat to cargo frigates, elven corsairs, hobgoblin raiders, trading ships, gnomish submersibles, war galleons, battleships, dreadnaughts, and the awesome dwarven “Foundation of the World” floating fortress! You have to see these to fully appreciate them! Next is a section that our whole table really thought was fantastic: ship templates. You can apply a cursed ship, death hulk, ghost, or skyship template to any of the existing designs to enter new realms and expand the rules base. Towards the end all the types of shipboard weaponry is included, including trebuchets, fire projectors, ship screws, rams and other exotic items, with rules for equipping them to customize your ship. New armor, equipment and magic items to add to your vessel means very quickly a hundred different designs can be put together by aspiring DM`s and players! And then, going above and beyond the call of duty, Mongoose provides us with full deck plans, scaled, of every ship style in the book. This answers all questions of scale, measurements, and deck layout. Even better, they promise that you`ll be able to download miniature ship plans from their website to print to scale for miniature use! It doesn`t get any better than that. </p><p></p><p>The next chapter is Sea Magic, filled with spells to further your seagoing spellcasters! Over 20 new spells running the gamut of all levels for wizards, sorcerers, clerics and druids. The obviously useful Delay Sinking and Enchant Ram spells have immediate use, while spells are also laid out for high-level casters to create a Skyship, Teleport an entire vessel, or create a Tsunami! The spells are professionally done and fit within d20 framework. With this is a host of new nautical magic items, all with full item creation stats. Figurehead of luck, magic ballistae, and the Staff of the Deep are some offerings, and yes, even Intelligent Ships are covered in detail. </p><p></p><p>The next chapter is Trade and Commerce. This is more welcomed than would first be imagined. As it is, there`s barely any campaign I`ve run that hasn`t touched upon merchant trade details. My memories hearken to a one-page article way back in the early teen numbers of Dragon Magazine that tried to simulate simple sea trade that we`d been using. What a welcome this section is! The Profession: Merchant skill is more detailed, and a huge Master Trade Table lists scores of goods, mundane and magical, that are likely to be of interest to seagoing merchants is provided. Pricing factors such as war, local crop failure, and types of market locations are used. The goods table is very exhaustive but DM`s are encouraged to add to the table to reflect their own campaign, and soon players will have a fantastic choice of business to venture into. At the same time, this system is accurate but not overly complicated, so it`s FUN. Next up is a discussion on bounty from the sea itself, all about fishing, and those making their livelihood from that trade.</p><p></p><p>Not just dealing with topside games, the next chapter deals with Underwater Adventuring. Sight, sound, communication, movement, and depth questions players will have are all covered, followed by a special look at underwater combat with rules that differ slightly from the “official” WotC simple ruling presented by Skip Williams in the recent adventure Deep Horizon. These are much more thought out and represent the true difficulties involved in combat including special looks at underwater spellcasting and the effect different types of spells can have on that environment.</p><p></p><p>Need something to fight? Sure! And so next up is the Monsters of the Deep section, an offering of some great new sea creatures to add adventure to any sea journey. Ten new imaginative creatures are fully detailed, all with accurate stats and good purpose. The Sea Giant details a race of aquatic giants to haunt the depths, the Grey Lady is a dangerous spirit who lost a lover to the sea, and the Leviathan and Sea Drake will challenge the most able adventurers. As with other sections of the book, it`s complete, gives you plenty to work with, and yet you still want more!</p><p></p><p>The book wraps up with a very helpful section on Seagoing Campaigns, including integrating the new rules into your ongoing campaign. As detailed in the beginning, the book works in new rules that nevertheless feel very d20 based, helping players pick them up easily and get playing. Discussion on the types of campaign dangers you can set up as well as a number of cool adventure hooks to spurn a DM`s imagination are given. </p><p></p><p>Finally we get the trademark Mongoose designers notes, which go a long way toward answering many gamer questions and concerns, including the decision to include “oversized, impossible ships” in a world where elves and dragons and fireballs abound: perfectly reasonable and adventure-ready! The wise decision to not include chart after chart of useless game applications and the friendly way of introducing new Knowledge and Profession skills, instead of a bunch of new skills that don`t fit into the d20 system well. Next comes a ship record sheet to track the details of your beloved vessel, a very nice collection of the most-used charts all gathered together for ease during play, and a very welcome, very accurate INDEX to quickly find rulings during the game!</p><p></p><p>This is easily one of the most complete, exciting d20 books from any publisher. As if all the content didn`t speak for itself, editing is excellent, layout is beautiful and easy to navigate, and their interior artwork continues to focus on the mood of the book and is both stylish and good. The cover art is attention-grabbing and really helps set the mood. Charts are clearly called out, sections well labeled, and the gray bars throughout offer story-based discussion on the game world through the prose of fictional seagoing folks that both lend atmosphere and are just plain fun to read! Playtesting showed us time and again the excellent simple but accurate design works, and allows the DM and players to work with and expand it, not restricting them! There`s no better resources recommended for D&D players looking to add any aspect of seagoing adventure to their campaigns.</p><p></p><p>It doesn`t hurt to tell you my group playtested this book. We`d been playing a monthly full-fledged maritime campaign ever since we were playtesting 3E, and we had a LOT of issues to be addressed. This book met and exceeded all of our expectations when it was done.</p><p></p><p>-Jeff Ibach</p></blockquote><p></p>
[QUOTE="DM_Jeff, post: 2008573, member: 3687"] Seas of Blood is the largest, meatiest most aspiring tome from the Mongoose crew to date. Seas of Blood: Fantasy on the High Seas by Matthew Sprange Cover art by Anne Stokes $19.95 128-page d20 sourcebook for DM`s and players alike. ISBN: 1-903980-08-9 Overview: Mongoose Publishing continues to prove itself a very reliable, gamer-oriented company. They consistently deliver quality entertainment. They show no signs of slowing and they continue to somehow get better at the same time. Seas of Blood is the definitive guide on roleplaying d20 Dungeons and Dragons on the high seas. If you have a campaign that will touch on seagoing adventure beyond “you take a ship and get there”, then this book is all you need to introduce the danger of the deep to your campaign world. It also opens up new doors for your campaign by setting the stage for their various “Ships of…” series and the Slayers Guide to Sahuagin, everything a group needs for a nautical campaign. Review: Seas of Blood opens with an introduction that touches on something so brief but so important it`s worth mentioning here as well. Seas of Blood is a FANTASY supplement. Assuming that a world of dwarves, elves, hobgoblins, spells and divine magic does not effect shipping is absurd, and so Seas of Blood is fully integrated with historical base ships and a host of fantasy-oriented ships that never existed, but would have been cool if they did. Considering way too many sea supplements and adventures for D&D in the past have never touched on this, it`s exciting to see it finally added to game play. Also the book was set up to allow you to integrate the rules fully, into what ever D&D game you are running anywhere, with little or no adjustments or changes. This too, is very important to many. Next comes Men of the Sea. This chapter sets up ways for all existing character classes to feel at home on board a ship. A sidebar introduces us to a noble design concept: the sea druid. Instead of clogging us with a whole new class, it shows how some of the druids` otherwise straight woodland abilities can be replaced with seagoing talents to show their nautical natures. Following some more great design technique, we`re introduced to additions and further explanations to the Knowledge: Seamanship and Profession: Navigator skills (as opposed to new skills elsewhere). With just minimal rank in these skills characters can feel right at home on a ship. Next comes the Sailor NPC class (in the vein of the Expert, Commoner, etc. NPC classes from the DMG) and the Buccaneer (swashbuckler extraordinaire), Reaver (seagoing combat specialist) and Navigator-Wizard Prestige Classes. These are all very well balanced and offer strong direction to nautical characters with a super bunch of related, useful abilities. (Playtesting showed their true strength, these aren`t fluff, friends). Understanding the new D&D to the fullest, it`s explained how there are no “pirate” or “privateer” classes within. These things are more based off of role than anything else, either you are a pirate or you`re not. A sailor gone bad, a fighter with knowledge: seamanship or an evil wizard who plunders other ships is a pirate! Next up is a small section on hiring different crews. Each grade (green seaman, old salt, etc.) is fully detailed with a stat block, plus notes on their ilk, availability, and costs to hire! Next up is a helping of nautical feats, 13 in all including Amazing Agility, Bargain, Duck and Weave, Eagle Eyes, Improved Underwater Combat, Inspire Loyalty, Master Helmsman, Rapid Loader, Sea Legs, Steady Captain, Superior Helmsman, Strong Swimmer, & Underwater Combat! Again, these are strong, useful feats that will surely prove useful in defining a superior seagoing expert and talent, but not necessary for characters to enjoy a shipboard adventure. The Nautical Travel chapter next covers all matter of the mighty voyage itself. Full easy-to-manage yet accurate rules and discussion for figuring navigation, the different locomotion available on board, wind and weather, visibility, seaworthiness, preparing for long, long journeys, and even how to handle mutiny are fully laid out so they fit in seamlessly, not adding page after page of charts you`ll never consult during play! Next comes Battle on the High Seas, the combat chapter! First is detailed and described in full the new Ship Stat Block developed for the d20 system. Similar to Monster Manual blocks for familiarity, each ship is fully defined using familiar d20 terms like speed, hardness and armor class, and seamlessly introduces us to the likes of maneuverability, structure points and special ship qualities, as well as weaponry and cargo stats. Anyone familiar with d20 will feel right at home, and reading the entries is almost second nature. It`s important to remember during all this, that playing with miniatures is all fine and dandy (and darn good-looking!) but not required for play. This is not a miniatures war game, but a way to play out ship battles in a role-playing environment. That said, folks will be surprised to find out how well the rules do hold up to multiple ship combats! A ship`s maneuverability rating can quickly show you it`s design and provides bonuses to crew actions. Turn Rate shows simply how far a ship must travel before changing heading. Weapons such as ballistae, catapults (and, optionally, cannons) are fully detailed with firing arcs and stats, showing damage cause in both hit points for crew and structure points for ship-to-ship combat. It`s important to note that for completeness, the rules assume a non-gunpowder environment, but fully support rules for cannons and gunpowder for campaigns of that design). Sinking, ramming, crew damage, onboard fires and the like are all fully covered. Next comes a good look into Mongoose`s new Open Mass Combat System as they detail how to resolve full-scale crew battles! As I later described to another group, the system almost operates on two different scales. The player characters are operating on one level, fighting the monsters and important adversaries on the enemy vessel, while all around them the battle is raging between the ship`s crews...not just described by the DM but able to be fully played out, taking into consideration equipment, talent, and luck, plus PC interaction and skills! As opposed to dozens of die rolls and ridiculous calculations, a moment of figuring a die roll or three will accurately portray a round of mighty mass combat adding tension and casualty to the day! Playtested rigorously, we found this to be an excellent resolution to high seas combat, and worked into our games very smoothly. What about multiple crew combats? Characters vs. enemy crews? Boarding actions? Morale? It`s all here folks, you`d be hard-pressed to find your favorite details not included here. Next up is the Ships of the Sea chapter, the wonderfully-realized stat block system of detailing all kinds of vessels with all the data and explanation needed to run them in a moment`s notice. Each ship has an accompanying beautiful image of art to show it off. Over 20 ships are fully detailed, from the rowboat to cargo frigates, elven corsairs, hobgoblin raiders, trading ships, gnomish submersibles, war galleons, battleships, dreadnaughts, and the awesome dwarven “Foundation of the World” floating fortress! You have to see these to fully appreciate them! Next is a section that our whole table really thought was fantastic: ship templates. You can apply a cursed ship, death hulk, ghost, or skyship template to any of the existing designs to enter new realms and expand the rules base. Towards the end all the types of shipboard weaponry is included, including trebuchets, fire projectors, ship screws, rams and other exotic items, with rules for equipping them to customize your ship. New armor, equipment and magic items to add to your vessel means very quickly a hundred different designs can be put together by aspiring DM`s and players! And then, going above and beyond the call of duty, Mongoose provides us with full deck plans, scaled, of every ship style in the book. This answers all questions of scale, measurements, and deck layout. Even better, they promise that you`ll be able to download miniature ship plans from their website to print to scale for miniature use! It doesn`t get any better than that. The next chapter is Sea Magic, filled with spells to further your seagoing spellcasters! Over 20 new spells running the gamut of all levels for wizards, sorcerers, clerics and druids. The obviously useful Delay Sinking and Enchant Ram spells have immediate use, while spells are also laid out for high-level casters to create a Skyship, Teleport an entire vessel, or create a Tsunami! The spells are professionally done and fit within d20 framework. With this is a host of new nautical magic items, all with full item creation stats. Figurehead of luck, magic ballistae, and the Staff of the Deep are some offerings, and yes, even Intelligent Ships are covered in detail. The next chapter is Trade and Commerce. This is more welcomed than would first be imagined. As it is, there`s barely any campaign I`ve run that hasn`t touched upon merchant trade details. My memories hearken to a one-page article way back in the early teen numbers of Dragon Magazine that tried to simulate simple sea trade that we`d been using. What a welcome this section is! The Profession: Merchant skill is more detailed, and a huge Master Trade Table lists scores of goods, mundane and magical, that are likely to be of interest to seagoing merchants is provided. Pricing factors such as war, local crop failure, and types of market locations are used. The goods table is very exhaustive but DM`s are encouraged to add to the table to reflect their own campaign, and soon players will have a fantastic choice of business to venture into. At the same time, this system is accurate but not overly complicated, so it`s FUN. Next up is a discussion on bounty from the sea itself, all about fishing, and those making their livelihood from that trade. Not just dealing with topside games, the next chapter deals with Underwater Adventuring. Sight, sound, communication, movement, and depth questions players will have are all covered, followed by a special look at underwater combat with rules that differ slightly from the “official” WotC simple ruling presented by Skip Williams in the recent adventure Deep Horizon. These are much more thought out and represent the true difficulties involved in combat including special looks at underwater spellcasting and the effect different types of spells can have on that environment. Need something to fight? Sure! And so next up is the Monsters of the Deep section, an offering of some great new sea creatures to add adventure to any sea journey. Ten new imaginative creatures are fully detailed, all with accurate stats and good purpose. The Sea Giant details a race of aquatic giants to haunt the depths, the Grey Lady is a dangerous spirit who lost a lover to the sea, and the Leviathan and Sea Drake will challenge the most able adventurers. As with other sections of the book, it`s complete, gives you plenty to work with, and yet you still want more! The book wraps up with a very helpful section on Seagoing Campaigns, including integrating the new rules into your ongoing campaign. As detailed in the beginning, the book works in new rules that nevertheless feel very d20 based, helping players pick them up easily and get playing. Discussion on the types of campaign dangers you can set up as well as a number of cool adventure hooks to spurn a DM`s imagination are given. Finally we get the trademark Mongoose designers notes, which go a long way toward answering many gamer questions and concerns, including the decision to include “oversized, impossible ships” in a world where elves and dragons and fireballs abound: perfectly reasonable and adventure-ready! The wise decision to not include chart after chart of useless game applications and the friendly way of introducing new Knowledge and Profession skills, instead of a bunch of new skills that don`t fit into the d20 system well. Next comes a ship record sheet to track the details of your beloved vessel, a very nice collection of the most-used charts all gathered together for ease during play, and a very welcome, very accurate INDEX to quickly find rulings during the game! This is easily one of the most complete, exciting d20 books from any publisher. As if all the content didn`t speak for itself, editing is excellent, layout is beautiful and easy to navigate, and their interior artwork continues to focus on the mood of the book and is both stylish and good. The cover art is attention-grabbing and really helps set the mood. Charts are clearly called out, sections well labeled, and the gray bars throughout offer story-based discussion on the game world through the prose of fictional seagoing folks that both lend atmosphere and are just plain fun to read! Playtesting showed us time and again the excellent simple but accurate design works, and allows the DM and players to work with and expand it, not restricting them! There`s no better resources recommended for D&D players looking to add any aspect of seagoing adventure to their campaigns. It doesn`t hurt to tell you my group playtested this book. We`d been playing a monthly full-fledged maritime campaign ever since we were playtesting 3E, and we had a LOT of issues to be addressed. This book met and exceeded all of our expectations when it was done. -Jeff Ibach [/QUOTE]
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