d20 Mongoose Publishing Classic Play - Book Of The Sea.pdf

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Classic Play
The Book of the Sea
Gareth Hanrahan
Credits
Contents
Introduction 2
Seafarers & Crew 4
Ship Design 20
Equipment & Weaponry 32
Ships of the Sea 43
Travel by Sea 59
Rum and the Lash 74
Ports 81
Trade 86
Battles at Sea 97
Ship’s Log 113
Naval Magic 114
Prestige Classes 136
The Undersea Realms 155
Underwater Adventuring 169
Underwater Equipment 178
Undersea Magic 188
Bestiary 198
Sea Campaigns 211
Random Naval Encounter Generator 228
Ship Design Worksheet
Editor & Developer
Richard Neale
Studio Manager
Ian Barstow
Cover Art
Brent Chumley
Interior Illustrations
Patricio Soler, Marcio Fiorito, Eric Lofgren,
Danilo Moreti, David Esbri Molinas, Tony
Parker, Phil Renne, Stephen Shepherd &
Nathan Webb
Production Manager
Alexander Fennell
253
Proof Reading
Mark Lewin
Crew Sheet
254
Log Book
255
Licenses
256
Open Game Content & Copyright Information
Classic Play - The Book of the Sea©2004 Mongoose Publishing. All rights reserved. Reproduction of non-
Open Game Content of this work by any means without the written permission of the publisher is expressly
forbidden. Classic Play - The Book of the Sea is presented under the Open Game and D20 Licences. See
page 256 for the text of the Open Game Licence. All text paragraphs and tables containing game mechanics
and statistics derivative of Open Game Content and the System Reference Document are considered to
be Open Game Content. All other significant characters, names, places, items, art and text herein are
copyrighted by Mongoose Publishing. All rights reserved. If you have questions about the Open Game
Content status of any material herein, please contact Mongoose Publishing for clarification. ‘d20 System’
and the ‘d20 System’ logo are Trademarks owned by Wizards of the Coast, Inc. and are used according to
the terms of the d20 System Licence version 5.0. A copy of this Licence can be found at www.wizards.com/
d20. The mention of or reference to any company or product in these pages is not a challenge to the
trademark or copyright concerned. Dungeons & Dragons® and Wizards of the Coast® are trademarks of
Wizards of the Coast, Inc. in the United States and other countries and are used with Permission. Printed in
China.
Mongoose Publishing
Mongoose Publishing, PO Box 1018, Swindon, SN3 1DG, United Kingdom
info@mongoosepublishing.com
Visit the Mongoose Publishing website at www.mongoosepublishing.com for additional rules and news
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INTRODUCTION
Introduction
W hat is a woman that you forsake her,
Those engaging in the lucrative practice of Trade
should read the chapter of the same name, while
those engaged in the far more destructive activity
of war should consult Battles at Sea . Both might
profit from Naval Magic, or even learning one of
the Prestige Classes.
And the hearth-fire and the home-acre,
To go with the old grey Widow-maker?
She has no house to lay a guest in
But one chill bed for all to rest in,
That the pale suns and the stray bergs nest in.
Those seeking their fate under the sea and going
on an Underwater Adventure might purchase
some Underwater Equipment before visiting
the Undersea Realms and learning their strange
Undersea Magic. A section on Sea Campaigns
closes out the book.
She has no strong white arms to fold you,
But the ten-times-fingering weed to hold you
Out on the rocks where the tide has rolled you.
The Classic Play
Series
Classic Play is a new series of books from
Mongoose Publishing, each examining an element
of fantasy gaming in glorious detail. Each book
contains new rules, new ideas and insightful essays
to bring a particular aspect of the game to life in
your campaign.
Yet, when the signs of summer thicken,
And the ice breaks, and the birch-buds quicken,
Yearly you turn from our side, and sicken
Sicken again for the shouts and the slaughters.
You steal away to the lapping waters,
And look at your ship in her winter-quarters.
You forget our mirth, and talk at the tables,
The kine in the shed and the horse in the stables
To pitch her sides and go over her cables.
Then you drive out where the storm-clouds
swallow,
And the sound of your oar-blades, falling hollow,
Is all we have left through the months to follow.
Ah, what is Woman that you forsake her,
And the hearth-fire and the home-acre,
To go with the old grey Widow-maker ?
- Rudyard Kipling
Navigating this Book
For a short voyage, the players and Games Master
should begin by selecting a ship from the Ships of
the Sea chapter, some fittings from the Equipment
and Weaponry chapter, and a beginning crew from
the Seafarers and Crew chapter, before braving the
chapter on Travel by Sea . On the voyage, travellers
may encounter Ports, Monsters or even Random
Naval Encounters. Those on longer voyages
should also refer to the Rum and the Lash , as well
as the Ship’s Log, as weeks or months at sea can try
the will of the doughtiest sailor.
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INTRODUCTION
It has always been the custom in my village that at dawn on a boy’s thirteenth birthday, he must go down to the
pier and sit there the whole day. If a ship docks, he must beg her captain for the post of cabin boy, and he must
accept whatever pay or conditions are offered. Now, if no ship comes, or no captain wants the boy, he may return
home and never need go to sea again in the rest of his days.
If, however, a ship takes him, then the sea will forever be his home.
At dawn, I went to the pier and sat on a lobster pot, and I waited. All day long the waves crashed against
the stone, and I watched sails slowly cross the horizon. Little fishing-boats went out with the morning tide,
vanishing before the blue sea met the blue sky. Once, far off, I saw a stately galleon, a warship from one of the
great kingdoms, and my heart rose. After all, if one must go to sea, surely it is better to go and become a hero
and great captain, and win renown fighting pirates and sea-monsters than it is go to and serve on some little
merchantman hauling grain from Carrisport to North Vane.
The galleon sailed on without stopping. The wind grew chill, the tide changed, and the little fishing boats came
bobbing back. The tide changed again, and I thought my fate was decided. The day was ending, and no ship had
come. Still, I waited as the sun slipped towards the west. It would be a glorious sunset.
Then, outlined against that burning orb, I saw a sail. It moved against the wind, and against the tide. Swifter
than any natural ship, it out-raced the gulls and cormorants, and made straight for the pier. It was a grey ship, of
strange design. It bore neither flags nor emblems, and I could make out no crew on board. Transfixed, I stayed
rooted on the pier as she bore down upon me. Without dropping anchor or trimming sail, she slowed, and came
to a dead stop not ten feet from the pier.
A face appeared above the rail, that of a stern man – no, I thought, seeing his pointed ears and fey eyes – a stern
elf . He was dressed in sailors’ gear, but wore a shirt of iridescent silver and bore the pouches and implements of
a wizard. A pseudodragon coiled around his shoulder.
‘Is this the village of Kingsport?’ said he.
‘It is’, I replied, ‘and by tradition I must ask you for the post of cabin boy aboard your vessel, even though I know
not her name, nor yours, nor where you are bound, nor anything else about you.’
‘A most useful tradition, boy. My name is Undone. My ship is the Sea’s Daughter . I am bound wherever my
geas takes me, even unto the edges of the world. And you, boy, shall indeed come with me.’
He gestured and an unseen force grabbed me, lifting me off the pier and carrying me onto the grey deck of the
Sea’s Daughter. Captain Undone pulled me upright and pointed over the rail. To my amazement, we had already
turned away from the pier, and were moving out of the bay. I watched Kingsport dwindle behind me, its lanterns
lighting up in the gloaming as if to bid me farewell.
Undone said ‘they have forgotten you already, child. To go to sea is to die. If we prevail, perhaps you can return,
but it will never be the same.’
‘How…how long is your voyage, sir?’ I asked.
‘The lives of elven-kind are long indeed. Your grandfather was not yet born when I began it. You may be dust
‘ere I finish it.’
‘And what is your geas , sir?’ I ventured, greatly daring.
Undone’s eyes caught the last rays of the setting sun, and seemed to turn to fire. ‘Why, to destroy it of course.
The machine, the Dreadnought . That which the ocean abjured.’
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SEAFARERS & CREW
Seafarers &
Crew
F rom press-ganged paupers to the elite
There were some two dozen souls on board the
Sea’s Daughter , I discovered. Many of the tasks
on board were performed by Undone’s spells, but
even an enchanted ship needs stout men to handle
her. One, though, could not be described as stout.
Then again, she was not a man. Her name was
Isalte, and I fell in love with her as soon as I laid
eyes on her. She was also the helmswoman of the
Daughter , and under her hand the elf-ship seemed
to dance above the waves.
graduates of a military academy, the skill
and discipline of a crew vary greatly. Some
sailors barely know stem from stern, others were
born to the waves and can climb the rigging in
a raging storm. Some possess iron discipline,
following orders without hesitation or question,
while others are never sober while at sea. Cost
is not the only concern – a rich merchant might
pack his vessels with the best sailors money can
hire, yet still founder because they are not properly
commanded. It is better sometimes to bring aboard
men one can trust, but where this is not an option,
hiring a skilled crew can compensate for some of
the deficiencies of command.
She paid me no heed, just like the rest of the
crew. They were a strange assortment. Some
were ruffians, orc-blooded thugs whose speech
was fouler that I had thought possible, and that
was without counting all their oaths in languages
I did not speak. Other crewmen were clearly
sailors from the King’s navy, moving with military
discipline. Others were old salts from a dozen
different ports, quick to find the best places on
board to sling a hammock and find shelter from
the rain. (Powerful as Undone’s magic was, he
seemed unwilling to shunt storms away).
How Big A Crew?
Crew requirements for each ship type are listed in
the ship’s description. The majority of crew are
ordinary hands, who pull on ropes, make minor
repairs, stow cargo and so on, but have no special
role on board ship. A crew requires at least one
officer for every twenty crew, although larger ships
often have far more junior officers and a full-fledged
chain of command. Specialists are also carried
on most large ships – a small fishing boat has no
need for a carpenter or sail-maker to come on an
expedition, but an explorer travelling thousands of
miles from home needs to be self-sufficient.
The last few crewmen were strange indeed
– adventurers all, laden down with magical
weapons, wands of destruction, ceremonial robes
and staves of power. They played no part in
manning the ship, and I cursed them as useless
landlubbers under my breath (hubris, for I was
almost as green as they were).
An elf-wizard, a maiden, thugs, pirates, young
officers, old and grizzled sailors, strange and
powerful adventurers, and I – this was the
complement of the Sea’s Daughter.
For example, four characters have purchased a
longship, the Invidious, and intend to raid orcish
forts along the shore. A longship has a crew
requirement of 80. The characters will form part
of the crew, bringing the requirements down to
76. They employ a carpenter, carpenter’s mate,
sail-maker, cooper, cook and smith as ordinary
specialists, leaving another 70 places to be
filled. They then employ 60 crew, mixing in 20
hardy seamen with 40 ordinary seamen, and find
another 10 able seamen to serve as officers. A true
military ship would employ trained officers, but the
characters decide that age and experience will serve
them better than training.
The cost of the crew per month is as follows:
4 characters 0 gp
6 specialists 107 gp
10 able seamen 200 gp
20 hardy seamen 240 gp
40 ordinary seaman 360 gp
Total:
907 gp/month
Note that by not employing any true officers, the
characters do reduce the discipline of the crew
somewhat – see Rum and the Lash, page 74.
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