There are four main ways that ships sink: grounding, battering, foundering, and capsizing. Grounding occurs when a ship runs aground, though it may still be salvageable. Battering happens when a ship is damaged by storms, causing objects inside to slam around dangerously. Foundering is when control of the ship is lost and water starts filling it. Capsizing occurs when a top-heavy ship tips over, trapping anyone aboard on the overturned hull. Beyond sinking, the seas also threaten with diseases like coral scratch and sea rot, as well as aquatic poisons harvested by underwater races.
There are four main ways that ships sink: grounding, battering, foundering, and capsizing. Grounding occurs when a ship runs aground, though it may still be salvageable. Battering happens when a ship is damaged by storms, causing objects inside to slam around dangerously. Foundering is when control of the ship is lost and water starts filling it. Capsizing occurs when a top-heavy ship tips over, trapping anyone aboard on the overturned hull. Beyond sinking, the seas also threaten with diseases like coral scratch and sea rot, as well as aquatic poisons harvested by underwater races.
There are four main ways that ships sink: grounding, battering, foundering, and capsizing. Grounding occurs when a ship runs aground, though it may still be salvageable. Battering happens when a ship is damaged by storms, causing objects inside to slam around dangerously. Foundering is when control of the ship is lost and water starts filling it. Capsizing occurs when a top-heavy ship tips over, trapping anyone aboard on the overturned hull. Beyond sinking, the seas also threaten with diseases like coral scratch and sea rot, as well as aquatic poisons harvested by underwater races.
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