Hi Folks,
I've never really done a 'ship' type element all too much. I have PCs going from Neverwinter to Baldur's Gate by ship which is about a 10 day trip. I could hand wave it and just say it goes uneventful. However, I'd like a couple of encounters (any type - not necessarily combat but that would be fine too) aboard a ship. I'm thinking a meeting with Felgolas perhaps (maybe in human form); perhaps some cultists on the ship too somehow interacting hostile toward him and the PCs save him setting up the later chapter in STK. The PCs will be 3rd level and it's actually part of a combo campaign of Tyranny of Dragons and Storm King's Thunder. Does anyone have any thoughts/ideas? Any help is greatly appreciated!
I am currently running a Viking themed campaign and the characters spend a lot of time in long ships. Storms have come up several times during play and I have appended the rules that I use below. I treat the storm as a man versus nature "combat".
STORMS
The storm will last a number of hours determined by an ability check. Each hour is treated as a “round” during which the crew will try to avoid taking on water, keep the ship well aligned to the wind and waves, repair damage to the ship, etc. During each hour each player character may take a single action (defined below). Further, the crew is divided into squads and each squad can also take an action (also defined below). Depending on the success of these actions, the ship may become damaged, take on water, etc.
Before the Storm
An Intelligence (Nature, Ships) check can be used to detect the oncoming storm with enough time to change course and partially avoid.
[TABLE="width: 500"]
[TR]
[TD="align: center"]
Ability Check
[/TD]
[TD="align: center"]
Duration of Storm
[/TD]
[/TR]
[TR]
[TD="align: center"]Less than 10
[/TD]
[TD="align: center"]8 hours
[/TD]
[/TR]
[TR]
[TD="align: center"]10
[/TD]
[TD="align: center"]6 hours
[/TD]
[/TR]
[TR]
[TD="align: center"]15
[/TD]
[TD="align: center"]5 hours
[/TD]
[/TR]
[TR]
[TD="align: center"]20
[/TD]
[TD="align: center"]4 hours
[/TD]
[/TR]
[/TABLE]
Crew Squads
Each long ship requires a specified number of rowers. Divide this number by 4, the result is the number of crewmen that comprise each squad. For example, a karvi requires 20 rowers for full performance. Each squad will be composed of 5 men. If the ship has more than 20 sailors or crew, then the extra squads can be used to perform actions other than rowing, or they can be held in reserve in case the primary rowers tire. Each squad using the statistics of its most common member. If you have completely heterogeneous squads, then that’s your own fault.
Storm Rounds
During each hour that the storm last, each player character and each crew squad can take an action. Each round (or hour) is performed in the following sequence: helm actions, rowing, other crew and character actions, and finally storm consequences.
Helm Actions
The helmsman may choose to perform one of the following actions.
Protect the Ship: With a successful DC 15 Intelligence (ships) check, the helmsman may aid the rowers to keep the ship safe and undamaged. If the check is successful, the rowers gain advantage on their ability checks for the current hour.
Avoid Capsize: If the ship has become damaged (taken more than half of its hit points) or if the ship has taken on 3 or more levels of water, the helmsman must spend his action keeping the ship upright. A DC 10 Intelligence (ships) check is required to avoid capsizing.
Navigate to Safety: The helmsman may try to guide the ship away from the heart of the storm. He or she makes an Intelligence (navigator) check. If the check equals or exceeds a DC of 15, record a success. If the helmsman rolls a natural 20 record two successes. Once the helmsman has recorded two successes (possibly achieved during two separate hours), the duration of the storm is reduced by 1 hour.
Rowing
Each of the four squads of rowers makes a DC 10 Strength (ships) check. If the rowers succeed, record each success. At the end of the round, the number of successes will determine how the ship fairs for the hour. Any rowers who roll a naturally 20 on their check gain two successes. If a squad of rowers fails their check, they may take on a level of exhaustion to gain one success instead. After each squad has made their rowing check, they must succeed on a DC 10 Constitution saving throw or gain an additional level of exhaustion. This level of exhaustion is in addition to any levels voluntarily accepted in order to succeed on the rowing check.
Other Crew Actions
Crew squads who are not rowing, may perform other actions. Below are a few suggestions, but of course there are other possibilities.
Bale: If the ship has taken on water, a squad may bale. The baling squad makes a Strength (Athletics) check or a Constitution check. If the check succeeds against a DC of 10, the level of water in the ship is reduced by one. If a squad of balers fails their check, they may take on a level of exhaustion to succeed instead. After baling, the squad must succeed on a DC 10 Constitution saving throw or gain a level of exhaustion.
Repair: The squad may perform temporary repairs to the ship. The squad makes a Strength (carpenter) or Intelligence (carpenter) check. For every point that the check exceeds 10, the ships current hit points increases by 1. If the ship’s hit points have fallen below half their normal maximum, field repairs like this can only increase the ship’s hit points up to half of the normal maximum.
Other Character Actions
Players characters may perform a variety of actions (other than manning the helm). Below are a few suggestions. Of course other choices are possible.
Lead Rowers: As their action a character may lead a squad of rowers. If the character is proficient with ships, their leadership has automatic effect. Without the proficiency, the character must succeed on a DC 10 Charisma check to have positive effect. If the leader is effective, the rowers may make a Strength (Athletics) check instead of a Strength (ships) check to row.
Aid Rowers: As their action a character may actively row as part of a squad of rowers. If the character succeeds on a DC 15 Strength (Athletics) or Strength (ships) check, the rowing squad gains advantage on their Strength check. After the attempt to aid, the character must succeed on a DC 10 Constitution saving throw or gain a level of exhaustion.
Aid Balers: As their action a character may actively bale as part of a squad of balers. If the character succeeds on a DC 15 Strength (Athletics) or Constitution check, the baling squad gains advantage on their Strength check. After the attempt to aid, the character must succeed on a DC 10 Constitution saving throw or gain a level of exhaustion.
Aid Repair Crew: As their action a character may lead or help a squad attempting repairs. If the character succeeds on a DC 15 Intelligence (carpenter) check, the repair crew gains advantage on their Strength or Intelligence check.
Storm Consequences
Compare the number of rowing successes to the following table and apply the indicated result.
[TABLE="width: 500"]
[TR]
[TD="align: center"]
Number of Successes
[/TD]
[TD]
Result
[/TD]
[/TR]
[TR]
[TD="align: center"]4
[/TD]
[TD]Yeah! Nothing bad happens.
[/TD]
[/TR]
[TR]
[TD="align: center"]3
[/TD]
[TD]The ship gains 1 level of water and suffers 3d10 damage.
[/TD]
[/TR]
[TR]
[TD="align: center"]2
[/TD]
[TD]The ship gains 1 level of water and suffers 6d10 damage.
[/TD]
[/TR]
[TR]
[TD="align: center"]1
[/TD]
[TD]The ship gains 1 level of water, suffers 9d10 damage, and all characters and crew who lack proficiency in ships must succeed on a DC 12 Dexterity saving throw or be washed overboard.
[/TD]
[/TR]
[TR]
[TD="align: center"]0
[/TD]
[TD] The ship gains 2 levels of water, suffers 12d10 damage, and all characters and crew must succeed on a DC 12 saving throw or be washed overboard.
[/TD]
[/TR]
[/TABLE]
Water Levels
A ship that has taken on water is more difficult to steer, maneuver, and control.
[TABLE="width: 500"]
[TR]
[TD="align: center"]
Levels of Water
[/TD]
[TD]
Result
[/TD]
[/TR]
[TR]
[TD="align: center"]0
[/TD]
[TD]All is well. The ship is at full capability.
[/TD]
[/TR]
[TR]
[TD="align: center"]1
[/TD]
[TD] All helm actions are made at disadvantage.
[/TD]
[/TR]
[TR]
[TD="align: center"]2
[/TD]
[TD] All helm and rowing actions are made at disadvantage.
[/TD]
[/TR]
[TR]
[TD="align: center"]3
[/TD]
[TD]All helm and rowing actions are made at disadvantage. After performing their action for the hour, each character and squad must succeed on a DC 10 Constitution saving throw or gain a level of exhaustion. This is in addition to any levels of exhaustion that may have already been acquired through rowing or baling.
[/TD]
[/TR]
[TR]
[TD="align: center"]4
[/TD]
[TD] All helm and rowing actions are made at disadvantage. After performing their action for the hour, each character and squad must succeed on a DC 10 Constitution saving throw or gain a level of exhaustion. This is in addition to any levels of exhaustion that may have already been acquired through rowing or baling. The helmsman must spend his action taking the “avoid capsize” action each round. Otherwise the ship capsized immediately.
[/TD]
[/TR]
[TR]
[TD="align: center"]5
[/TD]
[TD]The ship capsizes immediately after gaining 5 levels of water.
[/TD]
[/TR]
[/TABLE]
Ship Damage
A ship can take up one-half of its hit point maximum before its performance degrades. At which point, the helmsman suffers disadvantage on all his checks. Once the boat has taken damage equal to normal hit point maximum, the ship becomes inoperable. The ship begins to slowly sink. The crew has 4d4 minutes to react before the ship sinks completely.