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<blockquote data-quote="MNblockhead" data-source="post: 7526600" data-attributes="member: 6796661"><p>Lots of great ideas on this thread. I'll focus on specific tools and content that you might find helpful from free to expensive.</p><p></p><p><strong>First - nice to have a model or battlemap of the ship.</strong> It helps build a sense of possession and personality for the ship. On the expensive side is the upcoming Wiz Kids "The Falling Star Sailing Ship" (<a href="https://wizkids.com/the-falling-star-sailing-ship/" target="_blank">https://wizkids.com/the-falling-star-sailing-ship/</a>). Or you can get a battlemap that you can print to scale, such as the Galleon in the <strong>0one <em>Crimson Sea</em> PDF set</strong> (see below). I used <strong>Zero Hour's <em>Sailing Ships</em> battlemap</strong>. I just printed them out on cardstock and cut out and put each level on top of the other. If there was action above AND below, I could just place the ship segment battlemaps next to each other. It worked well and is inexpensive: <a href="https://www.drivethrurpg.com/product/76432/0-hr-Sailing-Ships" target="_blank">https://www.drivethrurpg.com/product/76432/0-hr-Sailing-Ships</a>. Another excellent battlemap set, is <strong>Scrying Eyes Games <em>Ships of Fantasy: Tall Ships</em> series.</strong> I bought the <em>Caravel Fleet</em> PDF, which had three Caravel maps and versions with sails furled and of the ship at dock. <a href="https://www.drivethrurpg.com/product/111743/Tall-Ships-15-Caravel-Fleet" target="_blank">https://www.drivethrurpg.com/product/111743/Tall-Ships-15-Caravel-Fleet</a></p><p></p><p><strong>Next, have a good set of mechanics that give each player a role on the ship. </strong>These can act as additional class features while on the ship. Also, different NPCs will have specific jobs and skills that will make them worth protecting and keeping happy. Have rules for moral and ways to upgrade the ship. Some nautical combat specific magic rules, etc. I VERY MUCH prefer Ronny Hart's nautical adventure rules over the recent Unearthed Arcana rules. I highly recommend checking out his <strong><em>Nautical Adventures: A Supplement Providing Ship to Ship Combat Rules</em></strong>, published on his <em>Dungeon Master Assistance</em> blog: <a href="https://olddungeonmaster.com/2015/05/05/dd-5e-nautical-adventures/" target="_blank">https://olddungeonmaster.com/2015/05/05/dd-5e-nautical-adventures/</a> It provides much more than combat rules. There are discriptions, images, battlemaps, and stats for a variety of era-appropriate ships. Rules for crew costs and moral. Prices for ships and upgrades. Travel rules. A character sheet for the ship and more. This PDF is a must have for nautical adventures in DnD IMO. </p><p></p><p>0one's Blueprints series has the excellent <strong><em>Crimson Sea</em> "virtual box set"</strong>. It contains nine Blueprints plus a color map folio. The color map folio contains a color version of the Crimson Sea Map plus a poster map of the Black Leviathan, the Galleon of the pirate lord Karnak. For the 9 blue-prints, they are actually a sett of many maps giving you entire islands and pirate village locations. The "Rule the Dungeon" feature of 0one's PDF maps is pretty cool, allowing you to show and hide layers before printing. The 0one "blueprints" are great for homebrew games. They are just very detailed maps with a key that will give a name for different rooms/locations, but you fill in the descriptions, plot hooks, npcs, etc. Some will give introductory paragraphs with some optional fluff, but they are all about the maps. </p><p></p><p>If you want a well fleshed out coast and island setting material, check out <strong>Frog God Game's Razor Coast setting book and map folio</strong>, which they offer in both print and PDF: <a href="https://froggodgames.com/frogs/?s=Razor+Coast&post_type=product" target="_blank">https://froggodgames.com/frogs/?s=Razor+Coast&post_type=product</a> It is for Pathfinder, but you can easily just use the 5e stats for the same monsters, you would mostly be buying the books for the maps and descriptions/stories. </p><p></p><p>The <strong><em>7th Sea</em></strong> game system has a wealth of setting material you could repurpose for a 5e game. Get the old or new PDFs and use them as inspiration for maps and story ideas. <a href="https://www.drivethrurpg.com/browse.php?filters=10101_0_0_0_0" target="_blank">https://www.drivethrurpg.com/browse.php?filters=10101_0_0_0_0</a></p><p></p><p><strong>John Wick's <em>Ships and Sea Battles (Swashbuckling Adventures)</em></strong>, written for d20 system and 7th may give some inspiration. I bought it, but found I didn't use it. Ronny Hart's <em>Nautical Adventures</em> was sufficient for my needs, but check it out: <a href="https://www.drivethrurpg.com/product/12492/Ships-and-Sea-Battles-Swashbuckling-Adventures?it=1" target="_blank">https://www.drivethrurpg.com/product/12492/Ships-and-Sea-Battles-Swashbuckling-Adventures?it=1</a></p><p></p><p>Hope this helps!</p></blockquote><p></p>
[QUOTE="MNblockhead, post: 7526600, member: 6796661"] Lots of great ideas on this thread. I'll focus on specific tools and content that you might find helpful from free to expensive. [B]First - nice to have a model or battlemap of the ship.[/B] It helps build a sense of possession and personality for the ship. On the expensive side is the upcoming Wiz Kids "The Falling Star Sailing Ship" ([URL]https://wizkids.com/the-falling-star-sailing-ship/[/URL]). Or you can get a battlemap that you can print to scale, such as the Galleon in the [B]0one [I]Crimson Sea[/I] PDF set[/B] (see below). I used [B]Zero Hour's [I]Sailing Ships[/I] battlemap[/B]. I just printed them out on cardstock and cut out and put each level on top of the other. If there was action above AND below, I could just place the ship segment battlemaps next to each other. It worked well and is inexpensive: [URL]https://www.drivethrurpg.com/product/76432/0-hr-Sailing-Ships[/URL]. Another excellent battlemap set, is [B]Scrying Eyes Games [I]Ships of Fantasy: Tall Ships[/I] series.[/B] I bought the [I]Caravel Fleet[/I] PDF, which had three Caravel maps and versions with sails furled and of the ship at dock. [URL]https://www.drivethrurpg.com/product/111743/Tall-Ships-15-Caravel-Fleet[/URL] [B]Next, have a good set of mechanics that give each player a role on the ship. [/B]These can act as additional class features while on the ship. Also, different NPCs will have specific jobs and skills that will make them worth protecting and keeping happy. Have rules for moral and ways to upgrade the ship. Some nautical combat specific magic rules, etc. I VERY MUCH prefer Ronny Hart's nautical adventure rules over the recent Unearthed Arcana rules. I highly recommend checking out his [B][I]Nautical Adventures: A Supplement Providing Ship to Ship Combat Rules[/I][/B], published on his [I]Dungeon Master Assistance[/I] blog: [URL]https://olddungeonmaster.com/2015/05/05/dd-5e-nautical-adventures/[/URL] It provides much more than combat rules. There are discriptions, images, battlemaps, and stats for a variety of era-appropriate ships. Rules for crew costs and moral. Prices for ships and upgrades. Travel rules. A character sheet for the ship and more. This PDF is a must have for nautical adventures in DnD IMO. 0one's Blueprints series has the excellent [B][I]Crimson Sea[/I] "virtual box set"[/B]. It contains nine Blueprints plus a color map folio. The color map folio contains a color version of the Crimson Sea Map plus a poster map of the Black Leviathan, the Galleon of the pirate lord Karnak. For the 9 blue-prints, they are actually a sett of many maps giving you entire islands and pirate village locations. The "Rule the Dungeon" feature of 0one's PDF maps is pretty cool, allowing you to show and hide layers before printing. The 0one "blueprints" are great for homebrew games. They are just very detailed maps with a key that will give a name for different rooms/locations, but you fill in the descriptions, plot hooks, npcs, etc. Some will give introductory paragraphs with some optional fluff, but they are all about the maps. If you want a well fleshed out coast and island setting material, check out [B]Frog God Game's Razor Coast setting book and map folio[/B], which they offer in both print and PDF: [URL]https://froggodgames.com/frogs/?s=Razor+Coast&post_type=product[/URL] It is for Pathfinder, but you can easily just use the 5e stats for the same monsters, you would mostly be buying the books for the maps and descriptions/stories. The [B][I]7th Sea[/I][/B] game system has a wealth of setting material you could repurpose for a 5e game. Get the old or new PDFs and use them as inspiration for maps and story ideas. [URL]https://www.drivethrurpg.com/browse.php?filters=10101_0_0_0_0[/URL] [B]John Wick's [I]Ships and Sea Battles (Swashbuckling Adventures)[/I][/B], written for d20 system and 7th may give some inspiration. I bought it, but found I didn't use it. Ronny Hart's [I]Nautical Adventures[/I] was sufficient for my needs, but check it out: [URL]https://www.drivethrurpg.com/product/12492/Ships-and-Sea-Battles-Swashbuckling-Adventures?it=1[/URL] Hope this helps! [/QUOTE]
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