Professional Documents
Culture Documents
fanzine
No. 11
D i g i ta l E d i ti o n
Written by
Edited by
B rad Littman
Re v. D ak J. Ultimak
Th i s p ro d u ct is ba sed on th e D u n ge o n Cra wl Cl a s s i cs Ro l e P l a yi n g G a m e,
pu bl i sh ed by G ood m a n G a m es. Th i s p ro d u ct is pu bl i sh ed u n d er l i ce n s e .
Al l ri gh ts re s e rve d . Fo r a d d i ti o n a l i n fo rm a ti o n , vi s i t:
www. go o d m a n - ga m e s . co m o r co n ta ct i n fo @ go o d m a n - ga m e s . co m
Ahoy! So, here it is...
The lo ng awaite d wate rb o rne , maritime , nautical the me d issue , or as
I' ve de cide d to call it, The Seafaring Issue is no w yo urs and it' s lo ade d!
We have Naval Warfare for Ocean Crawlers ! Q uick and simp le rule s fo r
what make s fantasy fun, by making the mundane wo nde rful and we ird.
co ntro lling and do minating the ir victims, all in the name o f the ancie nt
events for life on these treacherous and endless seas . Cre w mo rale and
S ail o n!
Re ve re nd D ak
Life Aboard 24
by Sean Ellis
Submissions!
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https://gumroad. com/straycouchespress
Ocean Crawlers
by Bob Brinkman
Ship Stats
Type – Other than the name of the vessel, the
Size – While there are a number of measurements for ships, length and beam (the
ship’s width) taken at the deck is the simplest to use as most action will take place
above deck. In addition, the depth of the ship’s keel, the “draught”, is important if
pirate ships, would load on as much as two to three times the normal crew for
advantage in boarding. Crew size can also be viewed as the ship’s stamina. The
more crew a ship loses to combat or other reasons, the less the crew can do, and
the slower it is to take action. When a ship falls beneath its minimum crew
compliment (half), all shipboard actions take twice as long. Should a ship fall
beneath one quarter of its crew compliment it will begin to founder (see Handling).
A crew is normally made up of a wide variety of “ratings and positions”. Three such
sailor types are listed below by way of example. A j udge is free to crew a ship with
Ordinary Seaman: Init +0; Atk belaying pin (as club) +0 melee (1 d4) or punch
+0 melee (1 d3); AC 1 0; HD 1 d4; MV 30’, Act 1 d2 0; SV Fort +0, Ref +0, Will +0; AL
Any.
Able Seaman: Init +0; Atk cutlass (as short sword) +0 melee (1 d6) or punch +0
melee (1 d3); AC 1 1 ; HD 1 d4; MV 30’, Act 1 d2 0; SV Fort +0, Ref +1 , Will +0; AL
Any.
Rated Seaman: Init +1 ; Atk boarding axe (as battleaxe) +1 melee (1 d8) or
Will +0; AL L.
Despite the image of all sailing captains being towering men of action, most were
simply sailors with a better grasp of mathematics and people skills. There are
Propulsion – The type of propulsion for the ship not only sets the tone for the
Ships that use oars can be highly maneuverable in close quarters, while ships that
use sails are much swifter and can place distance between themselves and
pursuing ships. Both forms of propulsion also have their own weaknesses.
Top Speed – A ship’s speed is generally measured in knots (which are nautical
miles per hour); however that gets a bit unwieldy. Knots are thus estimated to be
approximately seven 4 mile hexes per day while traveling or one 1 5 ’ hex per round
while in combat.
Hit Points – Hit points are used to measure how much damage the ship may take
Damage Reduction – Unlike a living being, merely hitting a ship will not
significantly damage the hull; no number of arrows is going to sink a ship. (An
Sh i p N a m e: Pi n ta Sh i p Type: Ca ra vel
D R: 1 0 H P: 527
Sh i p N a m e: Sa n ta M a ri a Sh i p Type: Ca rra ck
D R: 1 0 H P: 558
1 x 1 2 pou n d er
D R: 20 H P: 61 68
6 x 24 pou n d ers
26 x 1 0 pou n d ers
4 x 5 pou n d ers
8 x 3 pou n d er
40 x 1 ½ pou n d ers
3 6 x sm a l l ca l i bre
D R: 4 H P: 3 92
D R: 8 H P: 228
From these examples, you can see that larger ships certainly can be far more
resilient. Once cannon enter the fray, things can get quite deadly. When one
looks at the damage resistance and hit points given to some vessels, it can be
quite intimidating, but considering the damage cannons can do, those numbers
HMS Guerriere many incoming shots simply rebounded from her hull. ) The ship’s
Damage Reduction reflects the amount of damage required to pierce the hull and
physically damage the vessel. Certain weapons, such as axes, can lower the damage
Armor Class – (Not shown) For purposes of targeting, all ships at sea have an AC of
15 for any proj ectile weapon. Hand-to-hand weapons, at melee distance, cannot
miss.
Handling
While a vessel at sea is fairly easy to maintain in a relatively straight direction,
vessels cannot simply turn in place. In combat and moving forward, a ship under
sail may side-slip one hex to port or starboard once per four hexes moved forward.
In combat and moving forward, an oar-powered vessel may side-slip one hex to
port or starboard for every two hexes moved forward. It may change its facing
Aground – Running aground can have devastating effects to a sailing ship. The ship
stops near immediately with the resulting shock causing 5 x knots damage to the
ship. A vessel aground cannot maneuver and often requires the high tide to float
her off. For combat purposes, the ship will remain stuck (barring magical aid) until
effective control. Without crew to keep the helm steady the ship is in dire danger of
beginning to sink. A ship with one quarter or less its crew capacity must make a
Armaments
To avoid too much “crunch” we are going to skip gun crew sizes and the like. Naval
Cannon – Cannons came in a variety of sizes or “pound ratings” (#). That rating
was the weight of the proj ectile(s) fired by the cannon. There were also guns of
bronze and guns of iron. Bronze guns were longer, safer, and more reliable (+1 to
hit bonus). Iron guns were far less expensive, but prone to explode into deadly
shrapnel on a misfire. The largest guns ever mounted aboard ship in the age of sail
were 48 pounders, but such a thing was very rare and guns that size were usually
We a p o n D a m a ge DR Ra n ge Ro F Co st
Ca n n o n , b ro n z e 1 d 1 0 /# 1 D R/# 6 0 ’/# (4 h e xe s ) 1 /1 0 rn d s 1 0 0 0 /#
“Lo n g 9 ” 9d 1 0 9 DR 9 0 0 ’ (6 0 h e xe s ) 1 /1 0 rn d s 9500
Ca n n o n , i ro n 1 d 1 0 /# 1 D R/# 6 0 ’/# (4 h e xe s ) 1 /1 0 rn d s 5 0 0 /#
Fi re -Th ro we r 2 d 1 0 + b u rn 1 D R/rn d 45 ’ (3 h e xe s ) 1 /2 ro u n d s 40 0
Am m u n i ti o n Co st i n G P
B a l l - s h o t (i ro n ) 1 /#
B a l l - s h o t (s to n e ) * * 5 s p /#
Ca ta p u l t S to n e 5
Ch a i n - s h o t 2 /#
G ra p e - s h o t 5 s p /#
G re e k Fi re 2 5 gp
# P o u n d ra ti n g
* Ca ta p u l ts m a y u s e i m p ro vi s e d a m m u n i ti o n , re d u ci n g th e a cti o n d i e b y 1 d o n th e d i ce ch a i n .
* * B a l l - s h o t (s to n e ) i n cre a s e s gu n m i s fi re ch a n ce b y 1 .
some vessels used a single “Long 9” bow or stern chaser that had an extended
barrel and greater range. Due to the fragility of those areas aboard ship, nothing
Hits from cannon, even small bore cannon, are not survivable by normal men. A
direct hit from a cannon is a fatal hit. However, cannon at sea are not so accurate
as to allow for them to be aimed at an individual without the use of the Precision
those not wanting to roll massive amounts of dice. Damage from cannon fire
reduces the ship’s DR by 1 for each pound rating of the gun. Remove one crew for
every 2 5 points of damage, rounding up. PCs on deck must make a Luck check or
The effective range of a cannon is (poundage x 60’). Range increments are 300’
The rate of fire for cannons is set to the high-average British naval broadside rate of
three broadsides in five minutes or, in game terms, once every ten rounds.
Variations
Chain Shot – Fire d to dismast ship s, chain sho t is use d at 1 he x o r le ss. The
Double loading – Cannons may be double loaded with solid shot. This halves the
range, but doubles damage. PCs on deck must make a Luck check or roll on Table
1-5: Brutal Injuries.
Grape Shot – Grape shot may be used to sweep the decks while at ½ effective
range. This reduces damage to half, which is then split between the vessel and the
crew. Remove one crew for every 4 points of damage, rounding down. PCs on deck
must make a Luck check or roll on Table 1-5: Brutal Injuries, adding one to the
table result.
were used to target other vessels. Due to their arcing fire, catapults were useless
against anything within 1 00’ of the ship. These light catapults fire proj ectiles that do
4d8 damage with a rate of fire of 1 shot every 4 rounds and have a range of 2 hexes.
range weapons that emitted streams of Greek fire. A spray from a fire-thrower does
2 d1 0 points of damage, ignoring the DR of wooden ships. The fire reduces the ships
DR by 1 and continues to lower it by one per round until extinguished. The fire
continues to burn for half damage until extinguished by smothering the blaze with
sand, vinegar, or the like. Short of being completely submerged, water will NOT
extinguish Greek fire. Shooting forth a fiery spray of over 1 ,000 °C at a close range
of 45 ’, this is a weapon that could easily turn the tide of battle, if it didn’t explode.
in the same hex, and traveling in the same direction, as the target vessel. 4 crew per
Crossing the T – A ship may attempt to cross the bow of a pursuing vessel and
bring their guns to bear without fear of a return broadside from their target. As
ship. The attacking ship must be within a minimum of 1 5 0’ of the target to attempt
this maneuver.
Ramming – Heedless of the cost, a vessel may ram another as an act of desperation.
This causes great damage to both vessels, often tangling them together in a horrid
mass of grinding timber and wailing wounded. The attacking ship must be in the
same hex as the target ship. The target ship takes damage equal to ten times the
attacking vessels DR, while the attacking vessel takes half that in superstructure
damage. For such an attack there is a 5 0% chance (the roll for which can be
modified by PCs spending luck in either direction) that the two ships become
The PCs
While all this nautical combat is going on, it can be expected that the PCs are not
standing idly by waiting to be killed. PCs should be free to attack the opposing ship
or crew at will and by any means mundane or magical that they can work out.
Treat magical attacks as having DR reduction of 1 per spell level. Weapons such as
battle axes and war hammers are capable of reducing the DR of a portion of the
ship by one with each hit. This vulnerable area is represented by a DR reduction for
the incoming fire of one weapon. Of course, being at such close range can be very
enemy vessel with an axe but the information is included because, frankly,
Drowning
Swimming was not a popular pastime until the 1 800s and, as such, swimming is not
a common skill. In fact, you’ll note that most character careers have nothing to do
with swimming. Even common sailors don’t know how to swim. This means that
going overboard is bad, very bad. PCs may hold their breath for a number of turns
equal to their stamina. After that, they begin to drown. Once drowning begins they
must make a DC 1 5 Fortitude save, each round, or black out and begin to sink into
the depths.
1 H i t a t Wa te rl i n e S h i p ta ke s o n wa te r, re d u ce s p e e d b y h a l f.
2 S te e ri n g D a m a ge d S h i p n o l o n ge r a b l e to tu rn .
3 Ca p ta i n Ki l l e d S h i p u n a b l e to a ct o th e r th a n co n ti n u i n g s tra i gh t fo r 3
ro u n d s .
4 S h ra p n e l S h a rd s o f wo o d ki l l 5 cre w, P Cs o n d e ck m a ke l u ck
ch e ck o r ro l l o n b ru ta l i n j u ry ta b l e .
1 M i s fi re Gun m u st be b ro u g h t b a ck to b e a r, m i ss n e xt s h o t.
s h o ts .
3 S e ri o u s M i s fi re Lose 4 cre w a n d n e xt 4 s h o ts .
m a ke a l u ck ch e ck o r ro l l on th e B ru ta l I n j u ry Ta b l e .
1 S a i l s Ab l a ze M o ve m e n t re d u ce d b y h a l f.
2 S we e p th e D e ck D e ck s we p t fo r cre w d a m a g e . Re d u ce cre w b y 1
fo r e ve ry 4 p o i n ts of d am ag e.
3 F i re a t Wa te rl i n e Th e si d e o f th e ve s s e l is h i t. Th e fi re C AN N O T b e
e xti n g u i s h e d wi th o u t e xtra o rd i n a ry m e a n s , s u ch as
m a g i c.
4 C a p ta i n /P C I m m o l a te d C a p ta i n of N PC ve s s e l is ki l l e d . Th e sh i p is u n abl e
to a ct fo r th e n e xt th re e ro u n d s o th e r th a n to sai l
s tra i g h t. On PC ve s s e l , PC wi th l o we s t l u ck i s
ca u g h t i n th e b l a ze fo r 1 d 1 0 p o i n ts o f fi re d am ag e.
Th e fi re wi l l co n ti n u e b u rn i n g at h al f d am ag e u n ti l
e xti n g u i s h e d (as p e r F i re Th ro we r) .
1 M i s fi re Atta cki n g sh i p h i t b y s p ra y, ta ke s 2d 1 0 d am ag e
fro m G re e k fi re .
2 B l a zi n g M i s fi re S p ra y o f G re e k fi re wa s h e s a cro s s th e d e ck. Sh i p
ta ke s 4d 1 0 d am ag e fro m G re e k fi re an d l oses 1
cre w fo r e ve ry 1 0 p o i n ts of d am ag e.
3 E xp l o s i o n Sh i p ta ke s 1 0d 1 0 p o i n ts of d am ag e fro m G re e k
fi re an d i m m e d i a te l y b e g i n s to s i n k. Lose 1 cre w
fo r e ve ry 5 p o i n ts of d am ag e. PCs a b o a rd m u st
m a ke a l u ck ch e ck o r b e h i t fo r 1 d 1 0 p o i n ts o f fi re
d am ag e. Th e fi re wi l l co n ti n u e b u rn i n g at h al f
d am ag e u n ti l e xti n g u i s h e d (as p e r F i re Th ro we r) .
dange rs o f flying “sp linte rs” (o fte n se ve ral fe e t lo ng) , falling masts and sp ars,
asking to b e kille d…
1 B ro ke n s h a rd s o f wo o d p i e rce yo u r a b d o m e n . Ta ke 1 d8 p o i n ts d am ag e.
Ta ke 2d 4 d am ag e
M o ve m e n t re d u ce d to ze ro re fl e cts p a ra p l e g i a . Ta ke 2d 8 d am ag e.
4 An e xp l o s i o n o f wo o d s e ve rs a l eg . Ta ke 2d 4 p o i n ts d am ag e + 1 HP per
ro u n d u n ti l th e bl eed i n g is s ta u n ch e d .
6 Fel l i n g ti m b e rs cru s h an d s e ve r yo u r d o m i n a n t h a n d . PC m u st u se o ff h a n d
(see two h a n d e d co m b a t) . Ta ke 1 d6 p o i n ts of d am ag e.
7 S p l i n te rs fl y i n to yo u r e ye s . C h a ra cte r i s bl i n d fo r 2 4 h o u rs an d m u s t m a ke a
fo rt s a ve a g a i n s t th e a tta ck ro l l . On a fa i l u re on e e ye is p e rm a n e n tl y g o u g e d
fro m th e i r h e a d . Ta ke 1 d4 p o i n ts of d am ag e.
o r s wi n g i n g ) .
o r s wi n g i n g ) , an d kn o cks an e n e m y cre wm a n o ve rb o a rd . Re d u ce
opposi n g cre w b y 1 .
ro u n d s .
th e we a p o n m ay be fi re d . (Can n on s m ay be tu rn e d i n wa rd s . )
o r s wi n g i n g ) an d i m m e d i a te l y e n g a g e th e e n e m y C a p ta i n .
3 Th e Wa rri o r’ s s ki l l fu l g u n n e ry ta rg e ts th e s te e ri n g o f th e en em y
ve s s e l . Th e ta rg e t ve s s e l m ay on l y sai l in a s tra i g h t l i n e fo r 1 d 5
Tu rn s
th e m wi th th e g u n s. Ta rg e t m a ke s a DC 1 5 Re fl e x s a ve to a vo i d
bei n g ki l l e d .
th e we a p o n an d d oi n g an a d d i ti o n a l die of d am ag e to th e ve s s e l .
6 Wa rri o r’ s ca n n o n s h o t s tri ke s th e ta rg e t ve s s e l b e l o w th e
wa te rl i n e . Th e sh i p’s speed is re d u ce d by h al f an d th e ve s s e l wi l l
si n k i n 1 d1 6 tu rn s . Ad d i ti o n a l wa te rl i n e h i ts d e cre a s e th i s ti m e by
1 d4 tu rn s .
7+ Th e Wa rri o r’ s g u n n e ry s ki l l is so g re a t th a t i t i n s p i re s th e gun
cre ws to s u p e r h u m a n speed . Re d u ce re l o a d i n g ti m e of sh i p’ s
we a p o n ry b y 1 ro u n d .
3 Th e Wa rri o r i s abl e to re d u ce e n e m y m o ra l e th ro u g h
b l o o d cu rd l i n g s h o u ts an d s cre a m s . E n em i es wi th i n 20' m u st
i m m e d i a te l y m a ke a m o ra l e ch e ck o r fl e e th e i r s ta ti o n .
4 Th e Wa rri o r i s abl e to re d u ce e n e m y m o ra l e th ro u g h
b l o o d cu rd l i n g s h o u ts an d s cre a m s . E n em i es re ce i ve a 1 p e n a l ty
to m o ra l e ch e cks fo r th e re s t o f th e ro u n d wh i l e th e wa rri o r
re ce i ve s a +1 a tta ck b o n u s as he d ri ve s his fo e s b a ck to wa rd s th e
sea.
cre w wi l l i m m e d i a te l y m u ti n y a n d tu rn to fi g h t b y h i s si d e.
m a ke a m o ra l ch e ck o r fl e e b e fo re him.
7+ L i ke th e m o s t l e g e n d a ry o f p i ra te s , th e Wa rri o r i s abl e to so
re d u ce e n e m y m o ra l e th a t, fa i l i n g a m o ra l e ch e ck, th e y s tri ke th e i r
co l o rs an d s u rre n d e r.
1 Sunj ets - The sun’s light is cap ture d by mirro re d p arab o las that
funne l the p o we r o ut the ste rn, like glo wing j e ts, p ro p e lling the ship
2 Starsails - S tarlight fills the sails at night, p ro p e lling the craft in any
dire ctio n. D uring the day, the sails will o nly fill, and o nly p artially,
whe n the starb o ard side o f the ship is facing e ast fro m mo rning
3 Moonsails - Mo o nlight fills the sails, e ve n whe n the sun ist o ut. B ut
fish in the se a.
5 Turtle Ship - The ship is b uilt-o ut in the she lls o f care fully b re d
giant turtle s. Mo stly fo und in military navie s and p irate ship s. The y
the de e p s which risks dro wning and suffo catio n fo r the p asse nge rs.
and S to rms are j e alo us, and chance s o f b ad we athe r incre ase s by
2 5 %.
ske le to ns. Cle rics of Lawful D e itie s may cause disco mfo rt and
ro we rs, cle rics o f Lawful de itie s may aggravate the wraiths. Eve n
attack. If a PC’s
S tamina is
co mp le te ly draine d,
the PC will
In 1 d3 ro unds,
the darke ne d
fro m the
co rp se ,
b e co ming a
wind wraith
e nslave d by
Elders
By D anie l J. B isho p
me t the m.
diame te r. The y are said to live in p alace s o f mo ttle d gre e n sto ne and
the m, o nly to disco ve r that the de e p e lde rs can e asily match the swifte st
ship , whe the r the y flo at within the wate r o r ab o ve it. Tho se who have
The de e p e lde rs are se rvants of D ago n, ab le to “te the r” the mse lve s
b o nus to the sp e ll che ck. The y use this p o we r to cre ate and e nhance
dark and driving rain. The e lde r do e s no t suffe r disap p ro val o n a faile d
che ck.
Gre e n e lde rs can e nthrall a single targe t o nce per we e k, which must
e nthralle d. A targe t who fails this save canno t de fe nd itse lf against the
gre e n e lde r that e nthralle d it, altho ugh it can de fe nd itse lf against
o the rs.
suffe r misfire o r co rrup tio n o n a natural “1 ” o n this che ck. It use s this
All de e p e lde rs can atte mp t to p o sse ss any living cre ature thro ugh any
che ck. The co nte st e nds whe n the targe t fails a third S tre ngth che ck o r
Possessed Characters
The re is no re aso n why a p laye r must re linquish a p o sse sse d characte r. The
j udge may simp ly allo w he r to co ntinue o n, ke e p ing the p o sse ssio n se cre t,
while o b e ying j udge -de rive d mandate s to aid in D ago n’s insidio us p lans fo r
the surface wo rld. Adj ust the characte r using the fo llo wing ste p s:
Re ro l l I n te l l i ge n ce u s i n g 4d 6 (m a x 1 8 ) a n d P e rs o n a l i ty u s i n g 2 d 6 (m i n 3 ) .
Re ro l l Lu ck u s i n g 3 d 6 .
bon u s.
(i n cl u d i n g th i e f s ki l l s ) .
d e s cri b e d i n th e m a i n te xt.
1 0 XP, th e el d er ca n ch o o s e a cl a s s (o r b e gi n to ga i n l e ve l s in i ts d em i -
h u m a n cl a s s ) . Th e b o n u s e s fo r th i s cl a s s s ta ck wi th th e s ta rti n g h i t p o i n ts ,
s a ve m o d i fi e rs , a n d a tta ck ro l l b o n u s .
I f th e e l d e r e n d s p o s s e s s i o n fo r wh a te ve r re a s o n , th e ch a ra cte r ’s o ri gi n a l
a cce s s to o l d cl a s s a b i l i ti e s a n d l o s e s a cce s s to cl a s s a b i l i ti e s ga i n e d b y th e
e l d e r. H o we ve r, th e ch a ra cte r ga i n s ½ th e XP e a rn e d b y th e e l d e r d u ri n g
cl a s s u s e d b y th e e l d e r.
The cre ature re mains aware o f all that o ccurs, b ut has no co ntro l o f its
e ffe ctive ly he lp le ss to re sist the e lde r’s co ntro l. A cle ric may sile ntly b e g
fo r divine inte rve ntio n (D C 1 0) o r a wiz ard fo r his p atro n’s aid (D C 1 5
Pe rso nality che ck) o nce e ach day to thro w the de e p e lde r o ut o f its b o dy,
O nce in a b o dy, a de e p e lde r can survive o utside the o ce an inde finite ly.
The y re tain the ab ility to make any p art o f the ir ho st b o dy glo w with an
the ho st b o dy – save that a ye llo w e lde r’s b o dy can suffe r co rrup tio n o n
igno re d) .
D e e p e lde rs usually p o sse ss humano ids, b ut may p o sse ss any cre ature
the siz e o f a cat o r large r. D ago n has p lans fo r the wo rld o f the surface -
dwe lle rs, and the de e p e lde rs are His hidde n age nts, acting o ut His will
e ve n far fro m the se a. The y may act to de stab iliz e go ve rnme nts, start
che ck (Lawful o r Ne utral cle ric) o f 2 5 + aime d at the p o sse sse d b e ing, o r
e nco urage d to use this info rmatio n o n de e p e lde rs to e nhance that (and
+ 2 , Will + 8 ; AL C.
In Crawl! #7, Kirin Ro b inso n re co mme nds an uno rtho do x me tho d fo r running
adve nture s in labyrinths. Rathe r than have the game -maste r map a maz e and
co unt o n the PCs to co rre ctly re co rd and navigate it, Ro b inso n invite s the j udge
to se rve clue s to the PCs and use dwindling re so urce s as a ticking time b o mb to
e nco urage quick thinking. O nce the se clue s are so lve d, so is the labyrinth. And
That, to me , is the e p ito me o f o ld-scho o l gaming: a line ar o b j e ctive (re scue the
p rince ss) co mp licate d by rando m o b stacle s (dice ro lls, trap s, wande ring
mo nste rs) . I use a similar p ro ce dure fo r wate r voyage . O lde r fantasy RPGs have
co urse o r whate ve r, b ut o ur unde rlying go al is a fun adve nture . Le t' s face it,
unle ss the j udge has p lanne d a side adve nture , we b asically want the PCs to
arrive at the ir go al. We j ust want to se e the m challe nge d and e ngage d alo ng the
A j udge sho uld calculate the distance o f the trip , and the n calculate ho w lo ng it
will take to ge t the re . Acco rding to p age 3 08 o f the DCC RPG rulebook, wate r
sp e e ds range fro m five mile s a day with a raft to 9 6 mile s a day with a galle y.
Assume that the cap tain has sto ckp ile d twice the fo o d ne ce ssary to ge t his cre w
the re . No w the challe nge is to ge t to the o b j e ctive with the allo tte d re so urce s.
D ivide the j o urne y into e ithe r days, we e ks, or mo nths. This is yo ur Time
Increment . Re alistically winds can shift ho urly. Fo r the sake o f b re vity, we will
se le cte d.
Ship Morale
First, le t' s se e what life is like ab o ard the ship . Ro ll 1 d2 0 on Table 5-1 : Ship
Morale. Ro lls that affe ct life ab o ard the ship alre ady re p re se nts the b e st e ffo rts
this ro ll.
Roll Morale Wind Adj . Crew Die
This ro ll p ro vide s mo re
1 9 -2 0 D e dicate d +2d 1 d3
e fficie nt o ve rall. Wind
ro ll b e lo w.
may also ne e d to ro ll the Crew Die . S e e individual the e ve nts to se e ho w the die
co me s to p lay.
Wind Speed
acco rding to the Wind Adj ustment . A mo re mo tivate d and o p timistic cre w
Wind In Iro ns Light Airs Mo de rate Airs He avy Airs Gale Winds
Speed 0 d% o f S P No rmal S P+ d% 2 x SP
In Irons: The re is no wind, and the o nly p ro gre ss can b e made by ro wing (if
shift to the wo rse unle ss a D C 1 0 Pe rso nality che ck is made by the cap tain.
Light Airs: Ro ll p e rce ntile s. This is the p e rce nt o f the b o at' s give n sp e e d that the
ship make s in this wind (if a 2 5 is ro lle d, the ship is 2 5 % slo we r, if 00 is ro lle d,
the ship is still) . The wind-chasing take s a to ll o n the cre w. D C 1 0 Pe rso nality
Heavy Airs: Ro ll p e rce ntile s. This is the p e rce nt o f e xtra sp e e d the ship make s
in this wind (if a 2 5 is ro lle d, the ship is 2 5 % faste r, if 00 is ro lle d, the ship twice
(an indiffe re nt cre w must ro ll unde r fo urte e n, a laggardly unde r nine ) . If the
Gale Winds: Gale winds are dange ro us. The ship mo ve s at twice re gular sp e e d,
On-board Events
O rde r o ne fro m Imp act Miniature s in Indianap o lis imme diate ly! Natural 1 s and
cause s so me disco mfo rt. Ro ll a D C 1 0 Fo rtitude che ck. Faile d che cks may b e re -
ro lle d e ve ry 24 ho urs, and ne w che cks must be ro lle d e ve ry time the wind
change s. Failure me ans the characte r is p ainfully nause ate d and dro wsy, suffe rs
a -1 d to all skill che cks and co mb at ro lls, and must make a D C 1 0 Will save in
o rde r to do anything o the r than sle e p o r p e rfo rm b asic re sp o nsib ilitie s. Afte r
sup p lie s cause s mo rale to take o ne ste p to the wo rse . Additio nally characte rs at
at -1 d to all ro lls and suffe r 1 d2 S tre ngth and S tamina lo ss fo r e ach time
incre me nt, and no he aling is p o ssib le until sup p lie s are re p le nishe d.
2 Riot – Te nsio ns o n-b o ard have re ache d a b o iling p o int. A gro up o f sailo rs
cre w, the rio te rs may j ust b e inte re ste d in a tussle . Laggardly to Mutinous
3 Strange Stars – Effe cts o f the lo we r atmo sp he re have co nfuse d the night
a strange re ligio us se rvice on the de ck. If the PCs wish to atte nd, ro ll a
Luck che ck. S ucce ss me ans the PC is b le sse d with a + 1 to all attacks fo r
the ir ne xt co mb at ro und.
Failure me ans that p articip ating in the p e rve rte d rite re sults in a
disap p ro val che ck using the curre nt Cre w D ie . Try and ap p ly re ligio us
p e naltie s to no n-cle rics in the mo st se nsical way: if the disap p ro val re sult
re duce s casting e fficacy, re duce a characte r’s class ab ility inste ad. If an
sup p lie s fo r the ship and b asic e quip me nt fo r the PCs! At twice the no rmal
e no ugh to b uy anything.
7 On a Run! - The wind is to yo ur b ack, and the sails are full. The ne xt time
ro lling.
o f the future ap p e ar in the still wate r aro und the b o at. If a PC watche s the
image s, the y must ro ll a D C 1 5 Inte llige nce che ck. S ucce ss me ans that the y
unde rstand a visio n o f the future and are at -1 d o n the ne xt Luck che ck
9 Red Skies at Night… – S ailing co nditio ns are p e rfe ct! The ne xt time a
ro lling.
2 B a d l u ck -
ro ll a d7 . Re fe r to the Loot! tab le s
Lo s s o f Co i n s + 1 .
e ve n .
the amo unt wo n or lo st. Lucky
11 Taking on Water – Eithe r by sab o tage o r laz y b ilge mainte nance , the ship
drinks the we e k' s re mainde r to day! Ro ll the Cre w D ie . The re sult is the
14 High Seas – Huge winds and cho p py se as b atte r the ve sse l. Ro ll Cre w D ie
and add that numb e r to a D C o f 1 0. The re sult is the D C o f the Agility che ck
that the he lmsman must make to avo id damage to the ve sse l. Failure
me ans a Cre w D ie ' s wo rth o f time incre me nts lo st to re p airs afte r the
sto rm.
16 Flux – Clo se quarte rs, p arasite s, and o ld fo o dstuffs have cause d dise ase to
sp re ad amo ngst the cre w. Ro ll the Cre w D ie . This is the amo unt o f time
17 Fire – A lightning strike , care le ss smo king, o r sab o tage cause s a fire to
rage thro ugh the ship . Ro ll the Cre w D ie . This re sult is the time incre me nt