Boats, Ships, and other mechanics/rules
Merchant Cog
A broad, round-hulled vessel with a single mast and a square sail. The merchant cog is the workhorse of sea travel, designed for stability and a maximum cargo capacity rather than speed or combat. It is simple in design, with a deep hull to prevent capsizing and a high stern to resist heavy waves.
A merchant cog requires a crew of at least 15 to be operated effectively. It has an AC of 14 and 200 hit points. Its standard travel speed is 4 miles per hour. (30 ft)
Immense Cargo: The cog can carry up to 150 tons of goods, making it ideal for trade and long-distance hauling.
Hardy Build: The cog has advantage on saving throws against being capsized or damaged by rough seas.
Longship
A long, narrow vessel with a single mast and a large square sail. The longship's most distinctive features are the rows of oars along its sides, a serpent or dragon figurehead, and its shallow draft, which allows it to navigate both the open ocean and shallow rivers. It is a warship designed for speed and swift, amphibious raids.
A longship requires a crew of at least 20 to be operated effectively. It has an AC of 15 and 150 hit points. Its standard travel speed is 8 miles per hour. (60 ft)
Oar-Powered: The longship can travel at full speed even in unfavorable wind conditions by using its oars.
Rapid Landing: The ship can be beached in a single turn, allowing its crew to make an immediate raid.
Dhingy
A very small, unadorned rowboat designed for simple transportation over short distances. It has no masts or sails, relying entirely on oars for propulsion. The dinghy is light and can be easily pulled onto a beach or carried by a larger vessel. Its small size means it has no offensive or defensive capabilities and is highly vulnerable to any significant threat.
A dinghy requires a crew of at least 1 to be operated effectively. It has an AC of 10 and 25 hit points. Its standard travel speed is 2 miles per hour.
Limited Use: The dinghy is incapable of traveling across the "Attilos Ocean" area of your world. It can only be used for short trips, such as from a larger ship to the shore or to a small island.
Skipper
A swift, single-masted vessel that is a favorite among smugglers and small adventuring parties. Its simple design with one large sail makes it incredibly nimble and easy to maneuver, even with a small crew. The sloop has a low profile on the water, making it perfect for navigating tricky coastlines or evading larger, more powerful ships. The ship's figurehead is often simple, like a stylized bird or fish.
A skipper requires a crew of at least 5 to be operated effectively. It has an AC of 13 and 100 hit points. Its standard travel speed is 10 miles per hour. (80 ft)
Swift Sailing: The sloop has a +5 bonus to its speed in favorable wind conditions.
Nimble Retreat: The ship can take a Disengage action as a bonus action, allowing it to move away from a threat without provoking opportunity attacks.
Galleons
A massive, multi-decked vessel with three or four masts and a high sterncastle. The galleon is a floating fortress, built for durability and cargo capacity. Its hull is thick and reinforced, and its figurehead is often a symbol of power and wealth, like a crowned lion or a sea dragon. The ship moves slowly but with an imposing presence, a testament to its unmatched resilience on the open sea.
A galleon requires a crew of at least 80 to be operated effectively. It has an AC of 18 and 400 hit points. Its standard travel speed is 5 miles per hour. (40ft)
Heavy Cannon Barrage: As an action, the galleon can fire its heaviest cannons. This attack deals 6d10 bludgeoning damage to a single target within 1,000 feet.
Cargo Hold: The galleon has a massive cargo hold that can carry up to 200 tons of goods.
Frigate
A sleek, fast, and multi-masted warship built for naval combat and pursuits. Its hull is usually painted in a clean color, with rows of cannons visible on its sides. The frigate's prow often features an elaborate figurehead of a powerful beast or noble hero, a testament to its status as a vessel of war. It's a balanced design that combines high speed with significant firepower.
A frigate requires a crew of at least 60 to be operated effectively. It has an AC of 17 and 250 hit points. Its standard travel speed is 8 miles per hour. (60ft)
Broadside Volley: As an action, the frigate can fire all cannons on one side. This attack deals 4d10 bludgeoning damage to a target within range, and its cannons have a long range of 600 feet.
Rapid Pursuit: The frigate has a +5 bonus to chase checks and can outrun most larger vessels.
Rules for Attilos Ocean Travel
1. Acquiring a Ship
A ship is an asset, not an item in your inventory. You must be in a location with a port, such as Shiammal or a settlement in the Dumal Archipelago, to acquire one. Players can purchase, salvage, or even commandeer a ship. The size and type of the ship (Longship, Merchant Cog, etc.) determine its value and the resources needed to operate it.
2. Ship Statistics
Each ship has its own stats that govern its performance.
AC (Armor Class): The ship's resilience to attacks.
HP (Hit Points): The ship's total durability. Once it reaches 0 HP, it is considered destroyed.
Speed: The distance the ship can travel per hour. This speed can be influenced by wind and crew actions.
Crew: The minimum number of crew members needed for the ship to function effectively. If a ship has less than its minimum crew, its Speed is halved, and it takes a penalty on all checks and combat rolls.
3. Ship Roles & Crew Management
Ocean travel is a team effort. The following roles are essential for a smooth journey.
Helmsman: One character must be manning the ship's wheel at all times for the ship to move. This character is responsible for steering and navigating around obstacles.
Navigator: To travel between distant regions, a character must make a Survival Check (DC 15) once per day of travel. A successful check keeps the ship on course. A failed check could lead to a minor mishap, like losing a day's travel, or a more serious one, like veering into a dangerous region.
Lookout: A character with a high Perception skill can act as a lookout, making Perception Checks (DC 15) to spot threats like sea monsters or pirate vessels before they get too close. This can give the party a chance to prepare for combat or try to evade.
Crew & Morale: For every five crew members a ship requires, you must provide a week's worth of food and water. If you fail to maintain crew morale, you may lose crew members or even face a mutiny.
4. Ocean Travel & Regional Hazards
The vastness of the Attilos Ocean is divided into distinct regions, each with its own challenges.
The Vissara Pass: This is a perilous but navigable route. During a journey here, you might need to make a Constitution Check (DC 14) to resist the frigid temperatures and biting winds. The ultimate challenge is the ascent of The Ice Wall into Ahnekis, which is an ordeal in itself.
Ragiid Region: Travel here is not a natural challenge, but a political one. Navigating through the Sultan's territory requires a series of Charisma (Persuasion or Deception) Checks (DC 16) to avoid attracting unwanted attention. Failure could result in a naval pursuit by Sultan Kazem's frigates.
Naguul Region: This area is filled with violent, frigid waters. To travel here, you must make a Survival Check (DC 18). A failure means the ship takes 1d6 bludgeoning damage from crashing waves or collides with a dangerous sea monster. You could encounter horrors that could lead to combat or a sanity check.
Dumal Archipelago: This is a hub of activity. While the waters are calm, you will likely encounter the various warring factions vying for control of the region, including the Republic of the Dumal Archipelago, Captain Vorlag Kragg's pirates, and the different Merfolk tribes.
5. Naval Combat
When an encounter turns to combat, you can run it in a simple, turn-based system.
Initiative: All ships and the party take a turn on a single initiative roll, with the highest roll acting first.
Ship Actions: On a ship's turn, it can use one of its listed special abilities, or take one of these actions:
Move: The ship can move up to its full speed. The Helmsman must make a successful Sailing Check (DC 12) to maneuver.
Attack: The ship can fire its main weapons. The Frigate's "Broadside Volley" and the Galleon's "Heavy Cannon Barrage" are examples of these attacks. A player must man the cannons to fire them.
Character Actions: A player on their turn can:
Maneuver: A character can assist the helmsman by making a successful Sailing Check (DC 12) to give the ship an advantage on its next move.
Use Ship Slots: Your idea of "equip slots" is perfect here. Characters can use their turns to operate a ship's "right, left, or two-handed" weapons. This could be a small cannon, a grappling hook launcher, a ballista, or a harpoon gun. This adds a layer of personalization to each ship.
Boarding: Players can attempt to board an enemy ship, starting a land-based combat encounter on the deck.
Ship Damage: When a ship takes damage, it should feel impactful. You could add consequences for damage thresholds, like a speed penalty at half HP or a disadvantage on all checks at quarter HP. When a ship's HP reaches 0, it is considered sinking and will be destroyed after a number of rounds equal to its AC. The crew will then have to find a way to escape.