So everyone knows, the winner of the custom "A Dozen . . . " asked for a tough one. But it's done and available to the world now.
http://www.philipjreed.com/downloads/12ship.pdf
http://www.philipjreed.com/downloads/12ship.pdf
philreed said:So everyone knows, the winner of the custom "A Dozen . . . " asked for a tough one. But it's done and available to the world now.
http://www.philipjreed.com/downloads/12ship.pdf
AuraSeer said:Just in time for my one-shot maritime adventure!
I've got a question for you, though, about the Arcane Anchor. As written, it'll stop the ship just fine, as long as the sea is less than 1000 feet deep. But what happens when it's time to weigh anchor? If there's no physical connection, there's no way for the crew to haul the sucker back on deck.
philreed said:Thanks, guys. Glad some of you can get use out of it. In 20 years of D&D I can't recall a single adventure that involved ships. I guess it's time to change that . . .
Well yeah, those are the options, but it'd be nice if the item writeup actually explained how the item worked.philreed said:My thinking is that the release and return of the anchor is completely at the will of the ship's captain or mage. Another option would be to include a second component -- a key -- that controls the anchor.