D&D 5E [Let's Read] Silk Road Guide to Seafaring: 1st Century Historical Fantasy where the PCs are aspiring explorers and trade captains!

I have to admit while I love the concept of the book (I did buy Metis Media's Silk Road book, which i have not yet read), it might not be for me. I bought Adventurer's Guide to the Bible and the historical inaccuracies made me twitch painfully on almost every page. Ancient cultures vary widely in almost every way, from social structure to tech to religion to monsters to adventuring archetypes to absolutely everything, and the whole continent-wide-inch-deep treatment that AGttB (or similar fantasy-historical products, like Yarthe or Age of Antiquity) doesn't really do it justice, from sheer page count limitation. Everywhere seems to just dissolve into a generic lowest-common-denominator medieval-fantasy-in-togas or medieval-fantasy-in-woad or medieval-fantasy-in-turbans sludge, which just vaguely touches some of the Hollywood History high points of a culture and ignores the rest.

Oh, and I have to ask - do the ship rules handle endurance or seaworthiness? That as the big issue with triremes etc as far as I know. Oars mean the decks have to be low or there has to be holes in the sides near the waterline, which makes the ship vulnerable in rough seas. Triremes were, I believe, often pulled up on the beach overnight or when the weather looked bad. Also, because they required very large numbers of oarsmen who all needed to eat, they were very limited when roaming far from home or regular supply bases. Definitely not the sort of ship I'd buy in Rome with the intent of a quick jaunt to Japan...

To answer your question, there are random encounters that can result in damage to the PCs' ships, but the idea of gradually losing hit points/hardiness just from sailing for prolonged periods doesn't happen with this system. Additionally, the "seaworthiness" of vessels is mostly influenced by the Terrain Modifiers, and the Trireme has a Sea modifier of -3. Given the earlier mentioned penalties, that would heavily encourage PCs to buy a better ship for open ocean seafaring.
 
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In today’s post we’re covering the second half of Ports of the World.

Massalia is a Roman city where a PC who knows Thieves’ Cant can find a sign indicating a hidden safe house. Inside are two bodies of Roman soldiers, and a looted chest containing only a note hinting at the beginning of the Four Corners Map sidequest.

Maynila is a port that specializes in exporting jade jewelry, and is home to a fearsome monster known as an Aswang (ghast stats) that lives in the nearby forest. The people of Maynila also know the coordinates to the island of Liuqiu, home to an isolated tribe known as the Siraya whose home whose ample jade deposits help fuel Maynila’s economy. The Siraya are menaced by a weretiger known as the Tigress Witch. In both cases, defeating the monsters can remove 1 level of Infamy, and in Liuqiu the PCs can gain a lot of jade as a reward.

Minnagara is the capital of India’s Satavahana Dynasty, an expansive metropolis with many canals allowing for riverboat traffic. The PCs will likely visit here as part of Princess Shamitra’s sidequest. In addition to her rewards exposing the wicked satrap’s guilt for that quest, the Maharaja will reward the party with a Rod of Rulership.

Muziris is an Indian trade hub where people from all over the world congregate. Here, one can buy a periplus for any region in the setting, and rolls on the Indian Contracts table are made at +3 and advantage. But there is one specific quest here involving Thomas the Apostle. He is converting many people to Christianity, and the local port authority is fearful that this new religion will upset their power. PCs who are known to be of a vicious bent (sufficient Infamy Level) will be hired to assassinate Thomas. Alternatively, PCs who are on good terms with Christians or have an appropriate patron will gain an offer to help smuggle him out of the city. However, Thomas is reluctant to abandon his new followers, and will need some convincing in order to leave.

Nakoku is the capital city of Japan at this point in time, and is relatively scenic and peaceful in comparison to other port cities. While here, PCs can engage in a wrestling match that is the precursor to the sport of sumo, and get hired by Emperor Suinin to locate and return his daughter Princess Yamato. Here, they can learn that she departed Japan on a mission to build a shrine to the sun goddess.

A Pirate’s Cove isn’t a singular unique location, but rather three areas on the world map where pirates congregate. PCs will most likely visit such a place if captured alive by pirates, are allied with them, or hunting them down after finding out one of their locations. PCs who are brought in alive will have the Pirate Queen make an offer for them to swear allegiance to the pirate code and join her fleet. Refusal will be met with execution or being marooned.

Rome is the capital of the Empire of the same name, and PCs who have Nero as a patron can expect to come here on a regular basis. Even on a first impression it will become clear that he’s an egocentric manchild, and PCs who refuse to accept his patronage will turn their status with Rome to hostile as he pretends to accept their decline with grace before putting the word out. His d8 missions tend to be grandiose vanity projects or having the party act as agents of violence, such as hunting down one of the sea monsters attacking Roman ships, assassinating Boudica or Nero’s mother Agrippina, or competing in a boat race in the Olympics with Nero betting on them.

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Silla is the capital of a Korean kingdom, and its main quest is part of obtaining a clue to the Island of the Jewel. A Wayfinder named Talhae has fallen in love with Princess Ani, and she seeks to nominate him as the next king. Talhae has no desire to be a ruler, but is pushed to do so given that the other nominee is the less suitable Duke Yong. Without an heir, the other common means of leadership resolution is a tournament where contestants demonstrate their magical skills. Talhae is expected to enter as team leader, with the PCs as his teammates. Opposing them is Duke Yong, who in addition to two acolytes will have his pet cockatrice as teammates. This is in fact one of the most involved side-quests ruleswise, where the tournament is separated into four courses, each with their own challenges and methods of resolution. For example, the first course involves finding ways to maneuver through impassible barriers such as a Wall of Fire or a 6-inch wide crack in a stone wall. The fourth course takes place after a long rest, and is set in an arena where each team fights over a crown. The team leader must wear the crown for at least 1 minute in order for his team to win. Winning the tournament lets the PCs claim a Wand of Polymorph as a prize, and Talhae will reward them with a clue to the Island of the Jewel if the party’s in search of it.

Siraf is the Parthian Empire’s most prized possession for Silk Road trade, and the government is run by a merchant’s guild. Lydia of the Society is here, and can hire the PCs to return to her glands from murexes (giant snail-like monsters) whose venomous glands can be used to produce purple dye. The monsters are known to congregate in the city of Ommana, who are also a troubling infestation in that port’s sea coves. In addition to payment or an enchanted item as a reward, PCs who don’t already have her as a patron can get the opportunity upon completing this quest.

The Sudd is a gigantic stretch of swampland that prevents riverbound traffic on the Nile from going any farther south. One of Nero’s missions involves finding the heart of the Nile, and crossing through the Sudd is an involved skill challenge. Once again, the book notes that particular spells and special abilities of the PCs can either auto-pass or grant a bonus of some kind. For example, an appropriate 1/short rest feature or a spell of up to 3rd level can grant advantage on a check, while a 1/long rest feature or a 4th level or higher spell automatically succeeds on a check. Should the PCs accumulate 3 failures before 7 successes, their ship will gain a Critical Mishap and most likely end up destroyed or stranded, forcing the party and crew to venture on foot. A success lets them reach the other side of the swamp and gain a +1 bonus on all future checks for passing through the Sudd.

Venta Icenorum is the headquarters of Queen Boudica, and from here the party can gain side-quests from her. While the table reads 1d8, there’s only 4 such options. They involve attacking Roman soldiers or finding ways to reinforce the Celtic economy to better resist Rome.

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Xi’an is the economic heart of China, and was the former capital city before Emperor Guangwu transferred that status to Luoyang. The city’s defenses are supplemented by Terra Cotta Warriors patrolling the streets, and the palace is home to Fangshi, the Emperor’s court wizard, and a silver dragon by the name of Yinlong. PCs who earned a reputation for themselves might be hired by the dragon and mage to find the Temple of the Tidekeeper and place a magical device that will allow them to scry on the angel. Needless to say, Sahariel will not appreciate this and be hostile to the PCs should they be caught in the act or found out later.

Zanzibar is an island that doesn’t get much maritime traffic due to the locals being fluent in Bantu and not the Common (Greek) tongue. The major trouble here is a monster known as a popobawa (shadow demon stats) that attacks people along the coast at night. PCs who kill the popobawa will receive modifications to their ship as a reward: either a free Hull upgrade, repairs, or an equivalent good or service.

Thoughts So Far: The second half of the main setting chapter continues to offer a variety of interesting locations and potential side quests. Quite a few of them are based on real-world folklore, tales, and even historical events, which the History Check sidebar illustrates when appropriate. I also like how a lot of the locations and quests tie into each other or provide hooks to visit other places. This further helps guide PCs with options beyond just the patron-based missions and Contracts tables, and gaming groups should rarely be starved for choices of what to do next.

For this chapter overall, my main criticisms are that the side quests involving Christians can get rather samey: the majority of the time they involve protecting an Apostle and/or members of their flock from being hunted down by those in power. While that’s certainly a persistent aspect of early Christian history and makes sense in the context of the setting, doing too many of them too close together can risk the idea growing stale. Similarly, there’s quite a few locations menaced by a single monster (or group of monsters in the murex case) as the main method of conflict. This runs the risk of being too easy, as PCs can blow all of their daily and long rest-based resources on the challenge. Given that this style of campaign rarely has a lot of conflict encounters back to back within 24 hours, my concern is that such monsters won’t be very tough unless the party is underleveled.

Join us next time as we finish up this book by covering the Appendices!
 

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Appendices would normally begin with a listing of ship Upgrades, but as we reviewed those in an earlier post, we instead begin with some new Items. The majority of them are magical, and unlike typical 5e products the magic items have listed prices for PCs wishing to buy them with gold or talents. Several were already covered earlier in this review, such as the Nachazor Tablet. But of the outright new ones, we have quite a bit of interesting entries: a Harpoon is a common piece of ammunition for a ballista that can be used to grapple and reel in a struck creature; Masterwork Spyglass can see up to 1 mile away and grants advantage on Perception checks; Sandalwood Incense can be burned, blocking the 20 foot area it fills from divination magic for 24 hours; and Wand of the Sea Witch, which requires attunement and can be used to cast a variety of environmental spells. It can even summon a Kelpie to serve as a mount!

Thoughts: The Item section is short, and most of them look fine from a balance perspective. The Masterwork Spyglass is perhaps the one that will get the most use in play on account of how important line of sight can be in combat. I can see characters putting this to good use with spells and special abilities which specify a “target you can see” but otherwise have vague ranges.

The appendix also includes 21 new Spells. In terms of level, they’re quite spread out, with a surprising amount of 5th level and higher spells (8 in total) which will either be just learned or out of reach of the PCs at campaign’s end. We get a good amount of cantrips at 5 in total, 4 3rd and 2 4th level spells, and 1 1st and 2nd level spell each.

In terms of classes, the Druid gets access to the most of them by far, at 12 spells total. Sorcerer follows up at 2nd place with 10, followed by Wizard at 9, Warlock at 8, and Bard, Cleric, and Ranger all at 7. Poor Paladin gains access to only 1 of the new spells. As can be expected, a good amount of these spells are themed around water, wind, weather, and exploration. Some of the more notable spells include Blood Curse (5th level, long lasting debuff, where you can select from a list of abilities such as not consuming spell slots when casting Dream or Scrying upon the cursed target, sending a low-CR fiend to hunt down the target, etc), Chaos Wake (4th level, cone-shaped AoE that emanates from behind a vehicle as it moves, causing damage or magical forced movement on targets), Covenant (5th level, akin to a Geas but consensual where the caster and group of targets make a promise, if someone breaks the promise the caster knows), Disorient (3rd level, creates a misty sphere that causes those within to move in a random direction on a failed Wisdom save), Entropy (cantrip, cast as a bonus action to empower a melee weapon to become magical and deal bonus force damage on the next hit), Mend (5th level, makes repairs to 10 foot cube worth of objects, restoring hit points and removing dispelled effects on magic items), Monsoon (6th level, cast for 10 minutes to summon a huge AoE storm that blinds those within, imposes movement penalties, wards against divination magic, enriches crops for 1 year if it reaches full duration, also caster than choose 8 creatures to be immune to the Monsoon), Trade Winds (6th level, summons magical wind that helps creatures and vehicles go to a named destination for the next 8 days with increased speed and ignoring negative nonmagical weather and gases), and Unseen Pilot (1st level, creates an invisible servant for 8 hours that knows how to pilot a ship).

Thoughts: I’m not a fan of this section. Several of the spells are situational to naval combat or watery environments, to the point that they’re not going to be of great use in more traditional land-based campaigns. Blood Curse is perhaps the one with the most exploitative potential. While it requires the caster to obtain the target’s blood, gaming groups of this level shouldn’t have a hard time gaining access to that. I like the idea of Covenant, but it’s too high level and is competing with other potent spells to be an attractive choice. Entropy is going to be a slam-dunk option for gish and bladelock builds on account of its bonus action damage boost, and with a type that is never resisted unless you’re fighting Helmed Horrors. Mend is useful for healing a vehicle while in combat, but outside of combat it is harder to justify in comparison to the Mending cantrip can do the same thing but over multiple castings. Monsoon is perhaps the most powerful on account that it’s a wide-ranging selective AoE that imposes the debilitating blinded condition on targets. While it has a long casting time, a party who manages to unleash it before going into battle can go to town on enemies and outmaneuver them. As long as the cast maintains concentration they’re good to go, and as the spell duration can last for up to an hour this might work in multiple fights!

Finally, I have to ask the practicality of putting 6th level and higher spells here, given they won’t see play in the campaign as is.

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The Monsters chapter is split into two entries: the first includes 11 new creatures and 2 NPCs, while the second entry details 15 different kinds of real-world animals.

The two NPCs include the Tidekeeper and the Witch of Endor. The Tidekeeper is a CR 13 Celestial who specializes in magic over matter. While he has a typical physical attack empowered by radiant damage, the bulk of his battle prowess comes from his various innate spells that focus on battlefield control, and he has a rechargeable Summon Tide that is an AoE attack. The Tidekeeper’s mental ability scores are very high, is proficient in Medicine and 3 Intelligence skills, and can cast Scrying at will, so the angel’s a great ally to have for PCs who need to find someone who knows things. As for the Witch of Endor, her stats are highly similar to the ones in Adventurer’s Guide to the Bible but with some slight improvements. She is a CR 7 spellcaster who has a mixture of divination and battlefield control abilities, with her main offense coming from her Reveal Soul action that can physically change a target to take on disfigurements in line with their sins. As that one only deals damage situationally, she isn’t very formidable in direct combat.

Four of the monsters are legendary sea creatures that are the bane of seafarers. Each one can be found in a particular body of water, and all are (theoretically) tough enough to be “boss level” monsters for high Tier 2 parties, complete with Legendary Actions and Resistance. Porphyrios is a whale-like monster found in the Mediterranean and has appropriate offensive abilities like generating an undertow or spraying water from its spout. Rukk is a titanic avian that attacks land-bound caravans in the Middle East and Horn of Africa, and is actually very slow-moving with a fly speed of 20 feet and no ranged attacks of any kind. This makes it perhaps the easiest legendary creature to fight. Tanifa are sea serpents native to the Southern Islands, resembling logs or seaweed floating in the ocean. They are not naturally-occuring creatures, meaning that they will attack people even when there’s no logical reason to do so. A tanifa can be summed up as a wingless dragon with a steam breath weapon. Umibōzu is a humanoid giant that wades in the seas off the northeast coast of China and northern Japan. It is not a unique creature, and they are shrouded in darkness even when attacking ships in daylight. An Umibōzu is primarily a melee attacker, with ranged attacks coming from its legendary actions like summoning waves and lightning. They are easily distracted by riddles and puzzles, and when confronted with one will be Stunned for 1 hour or until it takes any damage should it fail an Intelligence save to solve it.

The remaining monsters are low-CR creatures from folk tales of various cultures. They include the Cetus (ambush predators that fearlessly attack ships), Deepmaw (giant fish in the Tigris and Euphrates Rivers whose harvested hearts are important for spells and rituals), Murex (giant predatory snails with a paralyzing sting attack), Kelpie (shapeshifting horse that charms people to ride it into a body of water to later drown), Nishi Daak (undead originating from India, can disguise its form and voice to be that of a loved one to lure travelers), Terra Cotta Warrior (melee-focused constructs that attack with glaives and have blindsight up to 60 feet but blind beyond this), and Xiezhi (celestials who are similar to lions stat-wise but can also cast Zone of Truth at will and can detect all lies).

The monsters can provide valuable loot and services to PCs: several of the listed creatures have body parts which can fetch a good price if properly harvested, kelpies can be tamed although evil people have an easier time doing this, and terra cotta warriors can serve as NPC marines for parties Allied to China.

The Beasts are mostly sea and aquatic creatures like Blue Whales, Dolphins, Parrots, and the rather landlocked Red Panda. Said animals have stats quite in line with their real-world counterparts, but a few deserve calling out for notable abilities or potential exploits as summoned creatures or for Wild Shape purposes. An albatross has a 120 foot fly speed, and killing it bestows a unique curse upon the slayer. Any ship they’re aboard rolls twice for random encounter checks and always takes the less favorable result. Homing Pigeons also have a speedy 120 foot fly speed, but they can never get lost save via magical means. So they’re a great target for the Animal Messenger spell or for scouting purposes. Blue Whales have the same Challenge Rating as a Giant Crocodile (CR 5), but they have a higher swim speed, much more hit points but a worse armor class, and while they can’t Multiattack they do more damage per attack, and also have blindsight out to 120 feet. Dolphins have the same CR as crocodiles and reef sharks (CR ½), and while a tad weaker than both animals they have better passive Perception, a faster swim speed, and blindsight out to 120 feet. Due to this, dolphins make for decent aquatic scouts.

Thoughts: I like how a lot of the monsters have rewards for their defeat/taming besides experience points, particularly when it comes to harvested body parts. That lines up well with the campaign’s themes. I also like the use of unique sea monsters as late-game opponents. The Terra Cotta Warriors are very good fighters in comparison to the stat blocks for other marines, although the fact they are blind beyond their blindsight means they are impractical for long-range weapons and thus are best used for performing and defending against boarding assaults. The Rukk is the low point of the sample creatures, as its slow movement speed and lack of ranged/AoE attacks means that parties with a decent siege weapon and all but the slowest of ships will easily take care of it.

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Historic Battles and Get Inspired are the last two sections of the Appendices, and individually are quite short. The former lists four real-world battles taking place around the first century (a few being pushed 100 years forward or back to make for an interesting story), noting the makeup of ships and terrain for DMs who wish to run them in the campaign. The latter section is a one-page collection of various videos, films, and songs for inspirational material with appropriate online links.

Thoughts: I don’t have strong thoughts on these sections. I’m not a history buff, so I can’t say how accurate or ideal the sample real-world conflicts will be for a campaign. I do wish we got a Bibliography for the inspirational material, especially given that Adventurer’s Guide to the Bible showed their homework from a variety of sources.

Thoughts So Far: The Appendices do a good job of collecting disparate material in a convenient format, and I do appreciate how PC-friendly material otherwise relegated to the DM’s side of the screen is here as well. The pricing of magic items and harvesting of monsters comes to mind. The spells are my least favorite section, as I feel more emphasis could’ve been put on magic that would see play in the Tiers this campaign operates. To say nothing of the unbalanced options.

Final Thoughts: Between a real-world setting and campaign style which are both well off the beaten path, such a niche product is a gamble when it comes to mass-market appeal. But Red Panda Publishing hasn’t shied away from that, as evidenced with their Biblically-themed adventure paths. So it’s all the more clear that the Silk Road Guide to Seafaring is a labor of love, and the writers provided plenty of material for gaming groups running trade-focused historical fantasy adventures. From the various ways of generating missions to plenty of things for PCs to sell and spend money on, coin and treasure aren’t an afterthought like they are in most 5th Edition campaigns. The factions, patrons, and stand-alone and linked adventures give plenty of autonomy to the PCs in charting their own course. The coverage of various cultures and sidebars explaining their sources of inspiration make the setting feel more “authentic” than a surface-level pop culture treatment.

That being said, the main things bringing the Silk Road down are that it’s a wide sandbox, but shallow pool. When looking at their previous work, Red Panda’s more detailed Adventurer’s Guide to the Bible achieves the best of both worlds. That product has an engaging main quest along detailed locations and characters, while still feeling like an expansive world for the PCs to chart their own path. The Silk Road is much more of a toolbox, where such grandiose plots and places must be filled in by the DM. And there’s the fact that various options, from Patrons and Factions to spells and upgrades, can vary widely in balance and general usability, so the DM has those to look out for as well.

Overall, I’d recommend the Silk Road to those interested in the idea of an historical fantasy sandbox centered around trade and political influence. For those seeking a spiritual sequel to Adventurer’s Guide to the Bible or a more traditional campaign, however, I cannot recommend it.
 

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