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INKING AND SHIPWRECK

It’s unfortunate but true: Vessels that adventurers embark


on seem to meet bad ends with distressing predictability.
They are caught up in the storm of a sea god’s wrath,
they are wrecked on uncharted reefs, they are burned by
dragons and crushed by krakens, and all aboard must take
to the boats or swim for their lives.
Without consideration for the numerous ways that
monsters or magic might destroy a vessel, most ships sink
in one of four ways: grounding, battering, foundering, or
capsizing. In calm waters, grounding is an obstacle that
can usually be overcome with a few hours or days of hard
work. Ships that run aground in relatively calm seas aren’t
completely sunk; it’s possible to float a ship free with a lot
of work, although a ship with a badly damaged bottom
(from running up onto coral or rocks, for example) can
indeed sink once it’s been pulled free. Ships that ground
in mud or sand are in much better condition.
Ships sinking through battering are dangerous places to
be—yardarms come crashing down, fittings burst, masts
wrench free of their seats, heavy objects come loose and
roll or fly about. Every round, a character aboard such a
vessel has a 20% chance of being subjected to a slam attack
(attack bonus +6, damage 1d10) and a 20% chance of being
hurled into the water, ready or not.
When the crew loses control of a ship, typically because
the helm has broken or the masts fallen, it either becomes
a derelict or, if less seaworthy, begins to founder. A foundering ship is at the
mercy of the waves and often turns so that
green water (see page 20) breaks across its sides. Unless
the ship can quickly be turned either into or away from
the wind, it will fill with water (when the hatchways give
in) and either capsize or sink.
A top-heavy ship (for example, a sailing ship whose sails
have become waterlogged) or one that receives a sudden
blow from below can capsize (see page 24). A capsizing
ship turns upside down and is completely disabled. While
air trapped in the inverted ship can keep it afloat for days
or even weeks, it is almost impossible to restore the ship
to its proper orientation. Any surviving crew are typically
forced to huddle on the exposed hull, without supplies,
and hope for rescue. Capsizing is a favorite attack strategy for some aquatic
creatures, such as plesiosaurs and
dragon turtles.
A ship reduced to a sinking state cannot move (although
a powerful wind or current can continue to push the hulk
for a time). It takes d% minutes for a sinking ship to finally
slip under the waves. Reduce this number by 50% if the
vessel is caught in inclement weather, or by 75% if the ship
is caught in a storm.
After a ship goes under the surface, it “falls” at a rate of
200 feet per round until it reaches the bottom. Anyone who
rides a ship all the way down takes 4d6 points of falling
damage when it strikes the bottom.
SPECIAL PERILS
OF THE SEAS
More than a few adventurers have drowned in dungeon
wells or perished in terrible shipwrecks, but the maelstrom
holds many other perils for the unprepared or unlucky
who venture within its grasp. Strange curses and blights
wait in the dark, deathlike waters of lightless caverns and
in the foulest reaches of the sea.
DISEASE
Dangerous diseases found in or around the sea often
plague maelstrom environments. See page 292 of the
Dungeon Master’s Guide for an explanation of diseases and
their workings.
Disease Infection DC Incubation Damage
Coral scratch Injury 12 1d4 hours 1d3 Dex
Sea rot Contact 20 1 day 1d6 Con +
1d6 Str
Sea sores Ingested 14 1d4 days 1d4 Str +
1d2 Cha
Suntouch Exposure 18 1 day 1d6 Wis +
1d2 Con
Disease Descriptions
The following diseases are often encountered in seafaring
environments.
Coral Scratch: Characters who take damage from
contact with coral must make Fortitude saves or contract
coral scratch. If a character contracts coral scratch, the
hit point damage dealt by the exposure to coral does not
heal naturally until the character recovers or is cured of
coral scratch.
Sea Rot: Usually found in the worst sort of sargasso,
sea rot is caused by contact with infected creatures. When
a character takes damage from sea rot, he or she must
succeed on another save, or 1 point of the ability damage
becomes permanent ability drain instead.
Sea Sores: Contracted from eating or drinking food or
water of poor quality, such as that found in the stores of
poorly provisioned ships.
Suntouch: Caused by heat damage in dead calm (see
page 13). Characters reduced to 0 Wisdom by suntouch
are rendered insane instead of comatose, acquiring an
overpowering compulsion to immerse themselves in the
sea and/or drink seawater.
POISON
Many aquatic creatures are horribly venomous and produce
deadly natural poisons. Some of these are commonly
harvested by aquatic races and used against their foes. See
the accompanying table.
Inhaled poisons generally do not work underwater.
However, one inhaled poison (yellow urchin extract) is a
thick, milky fluid that is manufactured for use underwateINKING AND SHIPWRECK
It’s unfortunate but true: Vessels that adventurers embark
on seem to meet bad ends with distressing predictability.
They are caught up in the storm of a sea god’s wrath,
they are wrecked on uncharted reefs, they are burned by
dragons and crushed by krakens, and all aboard must take
to the boats or swim for their lives.
Without consideration for the numerous ways that
monsters or magic might destroy a vessel, most ships sink
in one of four ways: grounding, battering, foundering, or
capsizing. In calm waters, grounding is an obstacle that
can usually be overcome with a few hours or days of hard
work. Ships that run aground in relatively calm seas aren’t
completely sunk; it’s possible to float a ship free with a lot
of work, although a ship with a badly damaged bottom
(from running up onto coral or rocks, for example) can
indeed sink once it’s been pulled free. Ships that ground
in mud or sand are in much better condition.
Ships sinking through battering are dangerous places to
be—yardarms come crashing down, fittings burst, masts
wrench free of their seats, heavy objects come loose and
roll or fly about. Every round, a character aboard such a
vessel has a 20% chance of being subjected to a slam attack
(attack bonus +6, damage 1d10) and a 20% chance of being
hurled into the water, ready or not.
When the crew loses control of a ship, typically because
the helm has broken or the masts fallen, it either becomes
a derelict or, if less seaworthy, begins to founder. A foundering ship is at the
mercy of the waves and often turns so that
green water (see page 20) breaks across its sides. Unless
the ship can quickly be turned either into or away from
the wind, it will fill with water (when the hatchways give
in) and either capsize or sink.
A top-heavy ship (for example, a sailing ship whose sails
have become waterlogged) or one that receives a sudden
blow from below can capsize (see page 24). A capsizing
ship turns upside down and is completely disabled. While
air trapped in the inverted ship can keep it afloat for days
or even weeks, it is almost impossible to restore the ship
to its proper orientation. Any surviving crew are typically
forced to huddle on the exposed hull, without supplies,
and hope for rescue. Capsizing is a favorite attack strategy for some aquatic
creatures, such as plesiosaurs and
dragon turtles.
A ship reduced to a sinking state cannot move (although
a powerful wind or current can continue to push the hulk
for a time). It takes d% minutes for a sinking ship to finally
slip under the waves. Reduce this number by 50% if the
vessel is caught in inclement weather, or by 75% if the ship
is caught in a storm.
After a ship goes under the surface, it “falls” at a rate of
200 feet per round until it reaches the bottom. Anyone who
rides a ship all the way down takes 4d6 points of falling
damage when it strikes the bottom.
SPECIAL PERILS
OF THE SEAS
More than a few adventurers have drowned in dungeon
wells or perished in terrible shipwrecks, but the maelstrom
holds many other perils for the unprepared or unlucky
who venture within its grasp. Strange curses and blights
wait in the dark, deathlike waters of lightless caverns and
in the foulest reaches of the sea.
DISEASE
Dangerous diseases found in or around the sea often
plague maelstrom environments. See page 292 of the
Dungeon Master’s Guide for an explanation of diseases and
their workings.
Disease Infection DC Incubation Damage
Coral scratch Injury 12 1d4 hours 1d3 Dex
Sea rot Contact 20 1 day 1d6 Con +
1d6 Str
Sea sores Ingested 14 1d4 days 1d4 Str +
1d2 Cha
Suntouch Exposure 18 1 day 1d6 Wis +
1d2 Con
Disease Descriptions
The following diseases are often encountered in seafaring
environments.
Coral Scratch: Characters who take damage from
contact with coral must make Fortitude saves or contract
coral scratch. If a character contracts coral scratch, the
hit point damage dealt by the exposure to coral does not
heal naturally until the character recovers or is cured of
coral scratch.
Sea Rot: Usually found in the worst sort of sargasso,
sea rot is caused by contact with infected creatures. When
a character takes damage from sea rot, he or she must
succeed on another save, or 1 point of the ability damage
becomes permanent ability drain instead.
Sea Sores: Contracted from eating or drinking food or
water of poor quality, such as that found in the stores of
poorly provisioned ships.
Suntouch: Caused by heat damage in dead calm (see
page 13). Characters reduced to 0 Wisdom by suntouch
are rendered insane instead of comatose, acquiring an
overpowering compulsion to immerse themselves in the
sea and/or drink seawater.
POISON
Many aquatic creatures are horribly venomous and produce
deadly natural poisons. Some of these are commonly
harvested by aquatic races and used against their foes. See
the accompanying table.
Inhaled poisons generally do not work underwater.
However, one inhaled poison (yellow urchin extract) is a
thick, milky fluid that is manufactured for use underwate

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