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FFG is proud to present the third core book in the Legends & Lairs line of d20 System products. Seafarer's Handbook provides players and DMs with all the information they need to adventure on and below the ocean surface, how to survive adventures on remote islands and the dangers of ports of call. Beautifully designed and illustrated in the Legends & Lairs tradition, the Seafarer's Handbook offers a wide variety of exciting rules expansions, including:
- Detailed descriptions and deck plans of all sorts of ships, from longships to war galleons
- Complete d20 System rules for naval combat and boarding actions
- Guidelines for creating undersea adventures and resolving aquatic encounters
- New nautical skills, feats, prestige classes, spells, magic items, equipment, and monsters
- Guides and resources to seaside towns, ports, and dangers therein.
Seafarer's Handbook will be published as a gorgeous hardcover book and is destined to become an essential resource for d20 players yearning for adventure on the high seas! Seafarer's Handbook is available Now!
DD27
$24.95
Warship
Colossal Ship
Propulsion: 2 large sails, 2 small sails
Speed: 40 ft.
Crew: 200
Cargo: 200 tons
Hull
Armor Class: 5
Hardness: 5
Hit Points: 90
Deck
Armor Class: 5
Hardness: 5
Hit Points: 20
Masts (large)
Armor Class: 5
Hardness: 5
Hit Points: 300
Castles
Armor Class: 5
Hardness: 5
Hit Points: 90
Weapons: 2 heavy catapults (fore, aft), 3 light catapults (fore, port, starboard)
Ship Qualities: Reinforced sails, wave rider
Cost and Construction Time: 26,500 gp, and 8 months, 1 week
Built specifically for fighting, the warship bristles with weapons and armor. A heavily modified version of the cog, the warship incorporates that design’s sterncastle and forecastle, but rather than archers and marines the warship relies on five catapults, three light and two heavy, to batter enemy ships into submission. Warships are built and designed for combat. Unlike other ship designs that usually serve several roles, the warship rarely sees service outside of the military. While they may be pressed into other roles, such as transporting troops or cargo, warships are usually too expensive and too important to divert to other uses.
While a warship relies on its catapults, it also carries a large contingent of marines. Creatures such as krakens, giant octopi, and sahuagin raiders can quickly close on a warship, rendering its catapults useless. However, against other vessels the warship tries to keep its foe at long range, using its speed and ranged weapons to knock out an enemy ship. In areas where warships see heavy service, longships, cogs, and similar designs are rarely used in combat.
As its name implies, the warship’s primary duties are to defend fleets of traders and transports, deal with pirates and other oceanic threats, and hunt down enemy shipping. Among pirates, a warship serves as an ideal vessel because its weapons outclass any merchant ship and its size allows for the storage of treasure, booty, and other spoils. Usually, warships carry enough food and water to survive for extended periods at sea. Unlike galleys and other less seaworthy vessels, a warship can voyage far from shore. Its design allows it to cover a wide area of the sea, making it effective against not only coastal pirates and raiders but also against oceanic humanoids such as sahuagin or merfolk, sea monsters, and other threats from the deep.
Most races that have extensive maritime dealings employ warships. Those humanoids that lack the technical know-how to construct them usually attempt to seize warships for their own use. However, the complicated rigging and sails used by the warship often baffle ogres, orcs, and other races that lack a strong engineering or technical tradition. It isn’t uncommon to see an orc warship moving with its masts bare or hewn off and crude holes punched high in its hull for oars.
Design
1. Crow’s Nest: Perched atop the warship’s main mast, this small platform serves as an observation post while the warship sails the open seas. Normally, a sharp-eyed, experienced sailor keeps watch from here, looking for signs of sea monsters, enemy ships, or other potential threats. During battle, a crossbowman usually snipes at the enemy from this position.
2. Main Deck: Two massive, heavy catapults dominate this area. Outside of combat, sailors swarm over this area, looking after the rigging, adjusting sails to the captain’s specifications or in response to the changing wind conditions. The catapults normally are kept unprepared for combat, as their ammunition could easily interfere with the crew’s activities when the warship hits rough seas.
3. Forward Cabin: This room serves as quarters for any VIPs or officers who travel with the warship. If no such guest is aboard ship, the junior officers share it as a sleeping area. Normally, this room is outfitted with a single large, comfortable bed, desk, and dresser. If this room is outfitted for the officers, it features several bunks or hammocks. While cramped, this area is luxurious compared to the general quarters below deck.
4. Storage Area: This chamber holds rope, spare sails, and other important supplies necessary to keep the warship under sail. As the warship has no other means of propulsion, any supplies needed to keep the rigging in good order are always kept close at hand.
5. Wizard’s Quarters: This small but comfortable room is normally reserved for the ship’s wizard. In combat, the wizard provides extra firepower and useful spells such as levitate or invisibility to support the marines and catapult crews. Outside of combat, the wizard’s magic takes on more practical roles, such as using mending to repair sails or rope. As wizards require plenty of rest to maintain their craft, they generally receive their own berth.
6. Captain’s Quarters: This well-appointed room serves as the captain’s personal domain. Normally, this room serves as both living and dining space for the captain. In addition, the captain often meets with his officers here to discuss orders or plan an attack.
7. Weapon Storage: This chamber holds ammunition for the ship’s catapults, armor, shields, longspears, crossbows, cutlasses, and other weapons. During an attack, the off-duty marines rush here to ready their weapons while sailors stand ready to ensure a steady supply of ammunition from this area to the catapults. If sahuagin or other aquatic creatures launch a surprise attack against the ship, this area often serves as a rallying point for the crew as both sailors and marines rush to retrieve weapons to repel the boarders.
8. Sterncastle: This raised deck serves as the ship’s command center during most actions. The pilot guides the ship from a large wheel here, while the captain looks over and directs the crew working above deck. The two light catapults mounted here supplement the heavy catapults located on the deck. During a close ship-to-ship action, crossbow-armed marines stationed here snipe at the enemy crew.
9. Forecastle: Smaller than the sterncastle, this area holds a forward mounted light catapult that covers the warship’s forward arc. This deck normally swarms with marines during an attack, as it is open enough to allow archers plenty of clear firing lines on enemy ships.
10. Hold: This area serves as a mess hall and meeting area for the crew. Long wooden tables and benches bolted to the floor provide seating for the crewmembers. A separate table serves the officers, wizards, clerics, and other elite members of the warship’s complement.
11. Galley: The ship’s cook or steward prepares meals here. A small stove, pots, pans, and other cooking utensils crowd this place.
12. Storage: This normally locked room contains important gear and items normally kept off-limits to the rank and file crew, such as the warship’s supply of rum.
13. Officer’s Quarters: The ship’s senior officers use this room as their quarters. While much more comfortable than the crew’s quarters, this room is still rather cramped and stuffy. Several bunk beds line the room, while a small table and several chairs are set in the center.
14. Crew Quarters: This large chamber serves as the living space for the enlisted sailors and marines assigned to a warship. Hammocks dangle from the ceiling here while sea chests and other personal effects are arranged on the floor.
15. Storage Hold: This large, forward chamber serves as the primary storage space for the warship. Crates of hardtack, barrels of water, and boxes of general supplies fill this area.
'd20 System' and the d20 System logo are Trademarks owned by Wizards of the Coast and are used by permission.
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