Fantasy Ship Crews

Raflar

First Post
I'm looking for help in fleshing out a large exploration ship and its crew.

Basic plotline is very large ship leaving Waterdeep crossing ocean to New Waterdeep (which I have no information so I'll be making it all up) Characters are 14th level so I'd like to have some NPCs up there as well.

Also, are there any ship plans online that have a bit more detail than those in Stormwrack? Granted I've only skimmed through the book, but I will definitely read through it as we get close to leaving port. (about 14 days game time - so maybe 2-3 sessions as the party is wrapping up loose ends in Waterdeep)

What I've gathered so far is this:

Captain
First Mate
Quartermaster
Boatswain (Bos’n)
Gunner
Carpenter
Surgeons
Cooks
Cooper

Your help is appreciated.
 

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Since this is FR and this is an exploration ship, I'd think there would definitely be a shipboard spellcaster or two. Probably an arcanist for versatility and a cleric for healing/protection. A small group of warriors/mercenaries would also make sense.
 


Here is a list of positions on one of the last Whaleships the Charles W. Morgan

1st Mate
1st Officer
2nd Mate
3rd Boatheader
3rd Mate
4th Boatheader/Watch Leader
4th Mate
4th Mate/Boatheader
5th Mate
5th Mate, B.S.
Able Seaman
Assistant Navigator [Master's wife]
Asst. Carpenter/Engineer
Blacksmith
Blacksmith/Greenhand
Blacksmith/Seaman
Blacksmith/Seaman/Asst. Carpenter
Boatheader
Boatheader/Watch Leader
Boatsteerer
Boy
Cabin Boy
Cabin Boy/Seaman
Captain
Carpenter
Carpenter/Asst. Cooper
Carpenter/Blacksmith
Carpenter/Engineer
Carpenter/Seaman
Carpenter/Seaman/Donkey Driver
Cook
Cooper
Cooper/Carpenter
Cooper/Carpenter/Shipkeeper
Engineer
Engineer/Blacksmith
Engineer/Carpenter
Engineer/Seaman
Engineer/Shipkeeper
Greenhand
Greenhand/2nd Cooper
Greenhand/Blacksmith
Greenhand/Engineer
Greenhand/Seaman
Master
Mate
Ordinary Seaman
Prev. B.S./Asst. Engineer
Prev. Boatsteerer
Prev. Boatsteerer/Seaman
Sailmaker
Seaman
Seaman/ Sailmaker
Seaman/Asst. Cooper and Carpenter
Seaman/Asst. Engineer
Seaman/Prev. Boatsteerer
Seaman/Sailmaker
Steerage Boy
Steerage Boy/Seaman
Steward
 
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Not a carrack? What would you call it? I thought that ships like the Santa Maria were carracks. Although, to be fair, it's a tad on the new side to be a carrack.
 


This is great, thanks. Now what effects do you think Magic would have on a ship voyage of this magnitude. Crossing the ocean to the 'new continent'...?

Firstly with Clerics on board you could Purify Food & Drink so food would never go bad, you could even create it (bring plenty of scrolls for large crews) not to mention healing after a fight at sea.

Wizards/Sorcerers could conjure up Gusts of Wind (or Control Winds) when the weather is too calm making a ship just sit there for days on end - which is basically what one of my players has offered (she's a Half-Air Elemental Wizard)

Someone mentioned Bards who of course would be great for moral.... (or maybe he's an evil bard and is stirring up ancient superstitions and scaring the crew... to death)

I'm sure there must be more reprocussions from having magic on board. Think of all those "Curses of the Sea"..... lots of ideas floating around my head now....

If you've run a major ocean voyaga campaign, please share your thoughts. (or if there is already a thread, just show me the way) :)
 

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