Revisiting Poison

Last updated: 171230… 250317

With perhaps the exception of level drain, little is feared more than poison, with a character’s destiny hanging on a single saving throw. Yet the odds of avoiding poison are low. 10% of all monsters in the MM are poisonous; in particular, many of the early monsters (spiders, snakes, centipedes). Appendix A (Table V.H > V.I) suggests that 14% of all treasure is guarded by poison. While Appendix G suggests that only 7% of the traps include poison, that frequency in modules is much higher; there’s likely not a module written without the ubiquitous poison needle trap. Roughly 15% of all summoned monsters are poisonous.

Indeed, the DMG suggests limiting players’ use of poison, as character use is undesirable. Non-evil clerics and paladins can’t use poison at all (paladins won’t even adventure with a group that uses poison). Assassins can’t create poison until 9th level, and then only after months of study at a cost of ~60,000 gp (even then a single dose of poison takes a week to construct for another 200-1,200 gp).

Despite extensive notes on assassins’ use of poison, the DMG encourages sanctions for character use of poison (if not disallowed for characters entirely!). Thieves can set poison traps, but can’t wear any protective hand gear so failure setting the trap means poisoning themselves. Envenoming a weapon is “difficult” per the DMG, and the PHB tells you it’s not generally possible to envenom a weapon. Another recommendation is checking if the PCs nick themselves when handling poisoned weapons. Even then, poison on a blade wears off after only two blows. Character types other than assassin automatically grant a further +2 save to poison when striking with a poisoned weapon due to their inability to apply it effectively (and even assassins grant +1). Assassins using a poisoned weapon further risk their poison being noticed—a cumulative 10% per round. If any onlooker spots the poison, they will attack, call the Watch, or both! The DMG further recommends that characters discovered with poison be killed and their ashes scattered (causing permanent death, removing any hope of being raised from the dead)!

In this universe of limiting poison for players, monsters get relatively free reign. While real-world neurotoxins take 5-10 minutes, most monster poisons in AD&D are instantaneous all-or-nothing; the character either makes the saving throw or dies immediately (“within a minute or so”). In a combat scenario, that increases the odds that other characters will be attacked and poisoned in turn, as the poisonous attacks turn elsewhere.

A number of creatures can even shrug off the effects of poison. All swine, wereboars included, will be in this protected class. Similarly, very large creatures poisoned by very small ones are not likely to be affected. Even the poison of the deadly coral snake would not be likely to harm an apatosaurus. Giants would simply smash giant centipedes without fear of their poison—which would cause a swelling and rash, perhaps, at worst.

 

Once poisoned, a character has limited recourse. While holy water will “slow the onset of poison” (DMG Appendix), the specifics aren’t defined. The DSG Healing proficiency declares efficacy only when used “immediately” after poison, even though poisoned characters die “immediately.” WSG defines the efficacy of the Healing proficiency as “beginning in the same round that the poisoning occurs,” almost impossible within the constraints of the initiative system which doesn’t permit “within a round.” It’s improbable that the intent of those proficiencies was working only when the party is surprised, loses Initiative, or has declared they’re going to treat someone for poison who hasn’t been poisoned yet!

Character Classes

Monks aren’t immune to poison until 11th level. Barbarians have only a 10% chance of effecting a cure (50% + CON Score if the poison is known). The druid Slow Poison includes only a 5% chance / level to know a herbal antidote (and then only if the poison is made from a plant).

Even with a cleric, there’s not much a party can do. Normal healing doesn’t cure poison. Purify Food/Water will remove the poison from a substance, but not after the poison has affected a character. Slow Poison will take effect only if cast within 1 turn/cleric’s level after the character is poisoned, so the spell can be cast only once (twice if timing things to eke out every moment) before time runs out for the unfortunate character. The recipient of Slow Poison loses 1 hit point per turn (to a minimum of 1 hit point) for the duration of the spell (6 turns/level of the caster). However, unless the party is within a few hours of a 7th level cleric with Neutralize Poison (at the cost of 1,000 gp), Slow Poison won’t make any difference; Slow Poison will wear off and the PC will die.

Neutralize Poison is, as written, almost worthless. Neutralize Poison takes 7 segments to cast—hard to complete part way through a round. Characters will already have failed their saving throw and be dead. If a party cleric needs to pray for Neutralize Poison, it will take almost seven hours, far longer than any hope from Slow Poison. The cleric can always choose to attack the poisonous creature in melee and attempt to neutralize its poison in advance!

Magic Items

Magic items are more likely to poison than to cure. 3% of potions are poison. The Staff of the Serpent has a poisonous strike, and the Dagger of Venom will permit use of poison without observation. The Cloak of Poisonousness just kills characters. There are few magic items to aid a poisoned character. If applied in advance, Sweet Water will negate a Potion of Poison, but destroys other potions as well, negating any prophylactic use. The Periapt of Proof Against Poison only decreases the chances of being poisoned. The only magical cure available to PCs is Keoghtom’s Ointment, encountered .02% of the time.

Holy Water

The Appendix of the DMG indicates that holy water can slow the effects of poisons, with no further detail. The only defined effects of holy water are slowing the onset of lycanthropy or becoming undead for 1-4 turns. One extrapolation therefore would be that holy water delays the onset of poison by a similar duration. Dragon #081 suggests that holy water acts as Slow Poison with the duration as cast by a 1st-level cleric (6 turns/1 hour), where the first dose of holy water must be administered within 1 turn minus 2-5 segments of the time of poisoning to have the desired effect. Effects of multiple applications of holy water are cumulative with respect to duration; a double dose extends the effect for 2 consecutive hours (as long as the second dose is administered before the first one wears off).

Cleaning up the Timing

Death from poison takes effect immediately (defined as “a minute or so”) but clearly the precise timing matters. Time to use proficiencies, cast Neutralize Poison, drink holy water, or apply other remedies, and the party could be engaged in combat. Exactly how long does it take to die of poison?

Slow Poison, an only 2nd level spell, causes a supposedly dead character to have life restored if cast within a number of turns equal to the level of the cleric. The implication on “supposedly” is that poisoned characters aren’t actually dead, just close enough that the difference can’t be discerned. If the character is indeed not truly dead, Neutralize Poison should likely work within the same window (1 turn / caster level), although the two spells are not the same (Slow Poison is necromantic but Neutralize Poison is Alteration). Extending that logic further, spells affecting poison should take effect if used within 1 turn/caster level (magic items are defined as cast by a 12th level caster). Since holy water works within a turn, it follows that the proficiencies be defined in a similar manner. That timing is then consistent with the timing of zero hit points when poisoned, and death one turn later at -10. In the Expert Set, Neutralize Poison revives a victim if cast within 10 rounds of the poisoning, also aligning with poison taking the PC to 0 hp, followed by 10 rounds of -1 hp / round.

Yet the ability to cure poison with no negative effects is in and of itself inconsistent. Slow Poison slows the damage to 1 hit point / turn, but there’s no baseline of damage from “instant” poisons. Yet most purchased poisons do damage if survived.

Death Isn’t Instant?

Poisons are divided into monster poisons and those purchased (or concocted). Monster poisons are an all-or-nothing immediate affair. Yet the DMG lists purchased poisons with a variety of onset times, and damage and/or death depending on the save. Most of them cause damage instead of immediate death. Why do some poison potions do damage that can be healed, yet normal healing doesn’t help a character affected by an immediate poison? Poison causes physiological damage (the cause of death). When a character is poisoned why don’t hit points factor in? While healing can’t remove the poison, healing should be able to repair the damage caused.

Slow Poison’s effect implies that even immediate poison does physical damage that occurs over time, given that Slow Poison reduces that rate to 1 hit point/turn. Inferences from Slow Poison are that actual death from poison takes a while. What if we try to tease that apart? What if we consider the damage effects of poison?

If the 2nd level Slow Poison brings character back to life it would be disproportionately powerful. It’s clearly 2nd level not for balance, but because the spell is necessary with “immediate” poison. If death is defined as “in a round or so,” what happens during that time? Poison effects aren’t specified in the time just before death.

One way to address the conundrums of hit points and immediacy is to modify the poison mechanic to incorporate hit points. If the character fails their save, treat all poisons as ongoing damage, losing hit points until death. For those poisons that do a fixed amount of damage, that damage will accrue over time. For those poisons that cause immediate death, the PC will arrive there when they run out of hit points, collapsing at 0 hit points and dying at –10. Using hit points also resolves a separate question of what happens when a PC is poisoned twice—the rate doubles. Higher level characters appropriately survive longer when poisoned.

With the incorporation of hit points, death is delayed, yet the unaided result will be similar. An unaided PC will survive long enough for the party to react, yet still perish before the party can typically reach external aid. If Slow Poison is cast within a round or two, the PC’s hit point loss will only vary by a point or two. If the party has Neutralize Poison available (in whatever form) they’ll neutralize the poison, but as an alteration spell Neutralize Poison won’t heal the damage done. Neutralizing the poison prevents further damage, but doesn’t heal the damage. Healing doesn’t remove poison, but can heal the damage. 1 hit point / round is fast enough to carry real risk, but slow enough for the party to respond. This model also incorporates hit points, which provides another way to extend the PCs life while seeking recourse—healing.

The virulence of monster poisons varies, as suggested by bonuses (or penalties) to the saving throw. That can be represented by varying the amount of damage per round caused by poison. If the base amount of damage / round was 1, a saving throw bonus of +4 could reduce that to only 6 hit point/ turn, where a save penalty of -2 could increase damage to 12 hit points of damage / turn.

Normally PCs affected by poison are immediately incapacitated, yet using hit points to determine time of death doesn’t represent that effect. A solution would be using character Constitution: when the PC takes more poison damage than their Constitution, they’re incapacitated. Those so incapacitated would be disabled/unconscious for d3 turns.

So where does that leave us?

Revised Poison
Upon failing a save when poisoned, the PC loses 1 hit point/round (modified by save bonus) for each instance of poisoning. Slow Poison (or holy water) reduces that loss to 1 hit point/turn (when applied within 1 turn/level of the caster or 1 turn respectively). While the damage inflicted by poison can be healed, the effects of the poison continue until the poison is neutralized or the character dies. A character is incapacitated when they take more damage from poison than their Constitution (or, of course, reach 0 hit points). Non-magical neutralization of poison (character abilities, proficiencies, holy water) must occur within a turn of being poisoned. Magical poison reduction/neutralization can occur as long as the PC is alive, but will not heal damage received from poison.

 

The real failing of this revision is the ongoing nature, now having to track ongoing damage per round (or per turn). The potential to heal the damage likely drains the party’s ability to heal in a likely doomed attempt to keep the PC alive. To address this, have healing not work until the poison is neutralized.

References

TSR 2010, Players Handbook [1e], 1978.
Dragon Magazine, Issue 18 [1e], “Effective Use of Poison”, December, 1978.
TSR 2011, Dungeon Masters Guide [1e], 1979.
Dragon Magazine, Issue 59 [1e], “Poison The Toxins of Cerilon”, March, 1982.
Dungeons & Dragons. Expert Rulebook. 1983.
Dragon Magazine, Issue 81 [1e]. “Taking the Sting out of Poison”, January, 1984.
Dragon Magazine, Issue 32 [1e], “Poisons From AA to XX”, December, 1989.

Appendix – MM Poisons

Note that many things require a Save versus poison. The below are those that appear to be actual poisons, roughly 10%(not by rarity)

MM, Giant ant: 0, d4/death
MM, Centipede: +4. non/death
MM, Couatl: 0, non/death
MM, Orcus: -4, non/death
MM, Baalzebu: 0, non/death
MM, Erinyes non/faint d6 rounds
MM, Geryon -4, non/death
MM, Green dragon: 0, non/death
MM, Eel, weed: 0, non/death
MM, Frog, poisonous: +4, non/death
MM, Golem, iron: 0, non/death
MM, Imp: 0, non/death
MM, Manticore: 0, non/death
MM, Medusa: 0, non/death
MM, Naga: 0, non/death
MM, Pseudodragon: 0, non/catalepsy
MM, Purple worm: 0, non/die
MM, Ray, pungi: 0, non/death
MM, Ray, sting: 0, non/paralyzed
MM, Scorpion: 0, non/death
MM, Snake: non or 3d6/death
MM, Spider: +2 to -2, non/death
MM, toad: 0, non/death
MM, Wasp: 0, non/paralysis and death
MM, Wyvern: 0, non/death

Nautical Adventuring

(This article has been updated to incorporate later posts on similar topics, to get everything all in one place). For the absolute most current version, see: Seafaring (PDF)

Last updated: 171201 … 210417

Overview

Few areas in the Dungeons & Dragons rules genre have more variation than ships and the sea (with the possible exception of unarmed combat). Ship names, size, hull points, movement, cargo, combat abilities, weather effects—all vary wildly across editions and expansions. Most editions start from scratch with complicated systems, creating another game within the game. At the same time core 1st Edition is lacking many specifics. I want something detailed yet simple: What happens during inclement weather? How long until ships engage? When will a ship sink?

Starting with ship-based combat, I surveyed many D&D resources and board games and, finding nothing I wanted, started my own detailed system. Then I realized something—creating a detailed nautical combat system means players would have to learn an entirely new game. Perhaps a game that includes AD&D characters, but still, not playing AD&D. I just needed dice to answer simple questions:

  • Can the players encounter/escape a seafaring foe
  • What happens when a seafaring foe is at range
  • How long does it take a seafaring foe to close
  • What happens while two ships close with each other
  • What factors might affect those questions (when I wanted to use them)

Borrowing from the resources available, I consolidated and organized AD&D rules scattered far and wide, filling in gaps from other sources. Proficiencies allow player agency. For critical life-or-death moments, tables provide granularity, but the generalities are treated, well, more generally.

In a sea-based campaign, talk will also eventually turn to shipping and trade. As 1e has little information on trade, I borrow from other resources (especially Gaz 9—the most detailed resource for trade at sea). Yet instead of a detailed, world-based goods system, generic goods permit trade without complexity. The PCs need only acquire (or hire) a ship, hire a crew, load cargo, and sail to parts known (and unknown) for adventure and profit.

Ships

Ship speeds are expressed as: Normal Sail (Maximum Sail)/ Normal Oar (Maximum Oar), Normal Daily Movement Sailed/ Normal Daily Movement Rowed. Maximum Sail is based on a Strong Breeze. Maximum Oar is only possible for periods of 30 minutes. *Note that sailing ships on the open ocean can sail day and night, moving twice their normal movement.

Raft: A simple craft constructed from logs lashed together to form an awkward floating platform. Maximum size is 30’ × 40’. Capacity: 10,000 cn / 100 ft2. Hull value: 5. Crew: 1 / 100 ft2. Characters can build their own raft if wood is available-this takes d3 days / 100 ft2 with a capacity: 5,000 cn / 100 ft2. 30% Seaworthy. Move: 3″/3″, 12 miles. Cost: 10’ × 10’, 50 gp.

Rowboat (canoe, skiff): Length 8’-20’, width 2’-4’. Capacity: 2,000-4,000 cn. Hull value: 1-4. This vessel can have a crew of 2-10 people, depending on size. Rowboats do not function well in breezes above 19 mph. 35% Seaworthy. Move: 6″(9″)/3″(6″), 18/9 miles. Cost: 75 gp.

Lifeboat: The ship’s lifeboat is designed for survival and has a collapsible mast. The length is 20’, beam is 4’-5’, and draft of 1’-2’. Capacity: 15,000 cn. Hull value: 1-4. Stored on-board typically is one week’s iron rations for 10 people. Small ships usually carry one or two lifeboats. Large ships carry three or four. A lifeboat carried onboard has a capacity of 5,000 cn cargo in addition to crew. It takes a turn to launch or load a lifeboat. 55% Seaworthy. Move: 6″(9″)/3″(6″), 18/9 miles. Cost: 150 gp.

Outrigger: Outriggers are fairly seaworthy, yet simple to build. The longer versions can easily make a transoceanic voyage. Average of 30′ with a beam of 16′, and a draft of ½ foot (from 20′ to 80′ long). Capacity: 5,000-20,000 cn. Hull Value: 4-8 Standard crew: 6/3/1 (up to 20 based on size). 70% Seaworthy. Move: 6″/3″, 24/18 miles. Cost: 75+ gp, build time 1 week.

Galleys are long, slim oared ships, generally used for travel along the coast. Galleys beach at night, since supplies and sleeping accommodations are very limited. Stepping/Unstepping masts is done only on galleys and longships. 10 crew accomplish the task in 3 turns.

Galley, Small (hemiolia): Built for coastal and lake use. The length is 60’-100’, beam is 10’-15’, and draft is 2’-3’. Capacity: 20,000 cn. Hull value: 2d6. Standard crew: 60 rowers, 10 sailors, 20 marines, 1 captain. This ship can have a ram (hull damage d4+2 × 3) and two light catapults. 40% Seaworthy. Move: 18″(27″)/15″/(24″), 50/30 miles. Cost: 10,000 gp.

Galley, Large (dromond): Designed for oceans and large lakes. The length is 120’-150’, beam is 15’-20’, and draft is 3’. Capacity: 40,000 cn. Hull Value: 4d4. Standard crew: 180 rowers, 20 sailors, 50 marines, 1 captain. It has a single mast with a square sail. Although it boasts one or two masts and triangular sails, the main power comes from the 100 oars, 50 to a side. These oars are divided into an upper and lower bank, with one man per oar on the lower bank and three men on the upper bank. It can have a ram (damage d6+3 × 3) and two light catapults. 45% Seaworthy. Move: 12″(21″)/12″(24″), 50*/30 miles. Cost: 25,000 gp.

Galley, War (cataphract): This large, two-masted galley is designed for combat. The length is 120’-150’, the beam is 20’-30’, and draft is 4’-6’. Capacity: 60,000 cn. Hull Value: 4d4+8. Standard crew: 300 rowers, 30 sailors, 75 marines, 1 captain. This ship always has a ram (damage d6+4 × 3), and the deck above the rowers has two towers (providing a +3 AC bonus), each 10’-20’ square, height 15’-20’, and can have up to three light catapults. 45% Seaworthy. Move: 12″/6″, 36*/12 miles. Cost: 50,000 gp.

Longship (drakkar): This ship, a square-sailed, oared galley having a single mast that can be unstepped, is designed for river, ocean, or coastal use. It is fairly seaworthy and can sail across the open sea. The length is 60’-80’, beam is 10’-15’, and the draft is 2’-3’. Capacity: 40,000 cn. Hull Value: 2-16. Standard crew: 75 sailors (acting as rowers and marines), 1 captain. 50 rowers are needed for full speed. No ram. 60% Seaworthy. Move: 15″/9″(18″), 45*/18 miles. Cost: 15,000 gp.

Sailing Boat (fishing): A small single-masted craft, designed for lake or coastal use. The length is 15’-45’, beam is 5’-15’, and the draft is 3’-8’. Capacity: 20,000 cn. Hull Value: 3-24. Minimum crew: 1 sailor; additional crew and captain may be hired. 70% Seaworthy. Move: 15″(21″)/2″(3″), 60*/10 miles. Cost: 2,000 gp.

Sailing Ship, Small (knarr, coaster): The small sailing ship has but a single mast and a square sail. There is at best only a small stern castle. In times of poor wind, a few oars at the bow and stern can provide more power. Its flat bottom makes it useful for sailing up rivers and estuaries, and it can be beached easily. The length is 60’-80’, beam is 20’-30, and draft is 5’-8’. Capacity: 100,000 cn. Hull Value: 6-36. Standard crew: 10 sailors, 1 captain. It can support one ballista. 65% Seaworthy. Move: 15″(21″)/2″(3″), 50*/20 miles. Cost: 5,000 gp.

Sailing Ship, Large (cog): This is a 2-3 masted ship with one or more decks. There is normally one deck and fore- and sterncastle. The length is 100’-150’, beam is 25’-30’, and the draft is 10’-12’. Capacity: 300,000 cn. Hull Value: 12-48. Standard crew: 20 sailors, 1 captain. The bow and stern are raised “castles” for better field of fire. It can support up to two artillery (ballistae or light catapults). 65%-70% Seaworthy. Move: 9″(15″)/1″(2″), 35*/15 miles. Cost: 15,000 gp.

Sailing Ship, Troop Transport: Identical in size to the large sailing ship, this ship is designed to carry people. The capacity is double that of a large sailing ship. This vessel often has special modifications such as a hatch cut into the side for loading horses and other animals. Capacity: 600,000 cn. Hull Value: 16-56. Standard crew: 20 sailors, 1 captain, 100 marines. 60% Seaworthy. Move: 12″(15″)/0″, 50*/0 miles. Cost: 22,500 gp.

Sailing Ship, Warship (nao, carrack): Very similar to a large sailing ship, these vessels tend to be fast, but less seaworthy. The warship has three masts, the length is 70’-100’, beam is 15’-25’, and the draft is 12’. Capacity: 100,000 cn. Hull Value: 7-42. Standard crew: 20 sailors, 1 captain, 50 marines. The ship can support up to four artillery (max. 2 catapults). The crew of a warship tends to be 2 or 3 men to work each ballista, 3 or 4 men to handle the catapult, and the rest to main the sails. It is possible to have 100 or more men on board, but because of the shortage of space for food and fresh water, the number is usually considerably less. 60% Seaworthy. Move: 12″(18″)/2″(3″), 50*/20 miles. Cost: 20,000 gp.

Ship Quality

Ships have four quality classifications (DRMG 107):

Unseaworthy: If rats scurry in droves down the ship’s gangplank prior to departure, it’s probably unseaworthy. In high winds, unseaworthy ships take hull damage in addition to the usual chances for a catastrophe: 1-2 points of hull damage in a strong gale, 1-3 points in a storm, and 1-6 points in a hurricane. Unseaworthy ships are capable of only 75% normal speed, and cost 10% to 30% below normal ship price.

Average: The normal quality of seagoing ships. They have approximately normal speed, costs, and capsizing chances.

Good: These ships are built with time and care. Good quality ships often serve as the flagship of a small nation’s fleet or command vessels of a larger nation’s fleet. They have -10% to any capsize and wind damage results percentages. These ships cost twice the normal price and will rarely be available for sale.

Excellent: The best ships are of excellent quality, designed by experts, built by masters, and are never available for sale, although they make a great prize in a naval battle. An excellent vessel serves as the flagship of a large seafaring nation’s navy. They have only a 5% chance to capsize in a storm (a 15% chance in a hurricane) and take -30% to their wind damage percentage. They also speed through the water at +10%.

Used vessels are available for 20%-70% the cost of a new one, with additional costs of 20%–70% of a new ship’s cost to refit the vessel.

Ship Movement

On the open ocean, vessels can sail all day and all night long, doubling their normal movement. 1 mph is roughly 3″. To simulate the effects of currents and winds on long voyages, reduce the overall movement rate by d4 x 5%.

Ships manned by less than their full complement (a skeleton crew) cannot exceed 2/3 of their normal movement rate. A ship with less than half the required crew is crippled and mostly drifts with the winds and current, also suffering a -2 penalty on all checks. Damaged ships reduce speed by 10% for each 10% damage.

Wet canvas holds the wind better; sails drenched with water improve speed by 5-10%.

(Optional): The movement rates for normal sail assume that the craft is being moved in the direction of the wind, and that the wind is blowing between 20 and 30 miles per hour. Subtract 1″ (one mile per half-day or 10 feet per round) for each 10 miles per hour of wind speed less than 20, and add 2″ for each 10 miles per hour greater than 30. A vessel cannot be successfully sailed if the wind is less than 5 miles per hour.

(Optional): The rate for maximum sail applies if a vessel is moving at right angles to the wind, with modifiers for wind speeds less than 20 or greater than 30 miles per hour. A vessel being sailed into the wind has its normal sail rate reduced by 3″ for each 10 mph of wind speed, to a minimum of 1″ (1 mile per eight hours or 1″/round) in any case.

Maneuverability

Watercraft turn similar to Aerial Movement at 30° / 3″. Any watercraft wanting to turn must first let her momentum carry her at least twice her length before such a procedure may begin. For every 10″ moved an oared ship being rowed may turn up to 45°. Galleys (and other oared vessels) are able to pivot 180° if they are dead still in the water. Sailed craft must be underway or facing into the wind to turn, and can safely turn up to 30° per round for every 12″ of sailed movement6. For sailed craft, turning directly away from the wind can increase speed up to 3″. Turning directly into the wind will decrease speed by 3″. Small craft can turn 180° in a round.

A ship can attempt to turn Hard to Port/Starboard , turning up to 90° by the end of the round, with a successful Piloting check. This check will be at a -10 penalty if the ship is at full speed, -6 at 75%, and -3 at 50%. On a failed check the ship cannot turn. If the turn was into the wind, a failed check automatically brings the ship “in irons”, otherwise a second Piloting check determines that status.

A ship can attempt to Heave To each round, decreasing movement by half (minimum 1″), with a successful Ship (Sailing) check. On a failed check, the ship does not decelerate.  When deceleration reduces speed to 0″, the ship will continue forward another d4 × 3″ until it reaches a complete stop.

Weighing Anchor Table

Accelerate from standing to normal speed
Oared craft 1 round
Small craft 2 rounds
Barge, Small 2 rounds
Galley, Small 3 rounds
Galley, Large 6 rounds
Merchant ship, Small 5 rounds
Merchant ship, Large/Warship 1 turn
Other actions
Heave to 2-8 rounds
Get under way 1-6 turns
Raise anchor 3-18 rounds
In irons (see Appendix) 5-30 rounds
Launch john boat 1 turn

Rowing

Exhaustion will occur after the crew has rowed at their normal speed for 8-10 hours or at maximum speed for 30 minutes.  PCs rowing a small vessel, such as a fishing vessel or skiff, can row for a number of hours equal to one-half their Constitution (rounded up). Each extra hour requires a Constitution check, but lose one Constitution point for each addition hour (recovered at the rate of one per full hour of rest).

A Strength check can increase the boat’s movement by one-third each 5 rounds (absolute maximum 3 turns). Once a character fails a check, they cannot attempt to increase their speed again until they have rested.

Navigation

Ships which do not have the appropriate charts are at risk when they navigate, especially if the vessel travels out of sight of land. The chance to find a proper chart is 65% adjusted ± 30% for the size of port, with a cost of 2d12 gp, also adjusted for port size (± 8 gp). For every 500 miles distant, the chance of finding a chart is reduced by 10%, and the cost increased by 5%. A standard chart covers 1,000 miles (assuming 500 miles from point of purchase).

To determine the accuracy of a course, plot the route between point of departure and destination, checking daily by rolling d20 minus the Navigator’s (modified) proficiency score (or 0 if no one is proficient) for the Navigation result. A successful check will identify the ship’s location within one mile (the accuracy of a sextant). When a Navigation result is greater than 0, a ship goes off course or becomes lost at sea. Multiply the result by 5%; that is the percentage the course is in error. Only one roll may be made for a vessel each day, using the best navigation skill aboard.

The navigation roll is subject to the following modifiers:

  • Two or more navigators in consort:  -3
  • No appropriate charts                 +2
  • Strong breeze                                +2
  • Ship is old or worn (unseaworthy)                +2
  • Ship sailing against strong current                 +3
  • Ship sailing against moderate current +1
  • Gale                                                                                 +5
  • Storm or greater force winds                 +10

The following technological modifiers can be used:

  • Primitive: Out of sight of landmarks                                 +6
  • *Rudimentary technology with Light cloud cover +2
  • *Rudimentary technology with Heavy cloud cover                 +5

*Rudimentary technology include compass, cross-staff, astrolabe

Additional navigation checks are made in the following circumstances:

  • After every week of travel with brisk or strong winds, the vessel is likely to drift downwind of its course. A successful Navigation check keeps it on course. Failure means the ship has moved one hex downwind of its former position.
  • After a storm, a successful Navigation check pinpoints the ship’s current location and heading. If the ship was already off course at the start of the storm, the navigator’s new position estimate is based on where he thought the ship was.
  • Any time the ship encounters fog or overcast skies, a failed Navigation check will cause the ship will drift to a new heading, turning one hex facing for every 2 points the roll was failed, and delaying travel appropriately. When the weather clears, another check can be made to get back on course.

 

Hazards

Hazards include sailing near reefs or other waterborne obstacles. For every five miles of hazard movement a Piloting roll is required (identical to the Navigation roll), subject to the following modifiers):

  • Two or more pilots in consort                 -3
  • Lighthouse in area                                 -5
  • No appropriate charts                 +2
  • Ship is unseaworthy                                 +2
  • Strong breeze                                 +2
  • Ship sailing against strong current +3
  • Light fog                                 +3
  • Strong gale                 +5
  • Heavy fog (¼ mile visibility) +6
  • Storm or greater force winds +10

If the ship misses the Piloting roll, it takes damage according to the severity of the hazard and the amount by which the piloting roll was missed (refer to the effect on the Hull Burn table):

Hazard Table

Hazard Missed by Damage  
Minor 1-4 1 hull damage Light
5-7 2-4 hull damage Light to Moderate
8-20 3-6 hull damage Moderate
Major 1-2 1 hull damage Light
3-4 2-4 hull damage Light to Moderate
5-20 4-8 hull damage Moderate to Heavy
Critical 1-2 2-4 hull damage Light to Moderate
3-4 3-6 hull damage Moderate
5-7 4-8 hull damage Moderate to Heavy
8-20 5-10 hull damage Heavy

Ship Damage

Hull Value

A ship’s ability to remain afloat is represented by its hull value. As a general rule of thumb, a new ship from a good shipyard will have the maximum listed hull value. A new ship from a less-reliable shipyard, or a well-maintained older ship will have somewhat fewer. A scurvy river barge that’s taking on water will have the lowest possible hull value.

Hull damage caused by the various artillery engines, as well as that caused by various monsters and spells, is determined by using the SIEGE ATTACK VALUES in the DMG (extended here as an Appendix). Unless noted otherwise, giant sea creatures and appropriate magic attacks inflict 1 point of hull damage for every full 10 points of damage. Attacks that force a ship to make a saving throw (such as a Disintegrate spell cast on the ship) use the Item Saving Throw Chart (DMG, p. 39) for determining results, where most ships are Thick Wood. When relevant, a hole made in the ship has a diameter (in inches) equal to the damage caused by the attack. For example, a strike inflicting 6 points of hull damage would tear a 6-inch hole.

Each 10% of hull damage slows the ship by 10%. Each 10% loss of rowers reduces a ship’s rowed speed by 10%. When a ship has suffered 75% of its hull value in damage, the ship is dead in the water; it cannot move under its own power until at least makeshift repairs are made (see Repair). When a ship is damaged 90%, violent wave action can break the weakened structure, inflicting additional damage: squall/storm, 1 hull damage / day; hurricane, 1-2 hull damage / day.

A ship damaged to 90% or receiving a Leaking Critical Hit will begin to leak. A leaking ship will sink in 2d10 turns unless two crewmen are dedicated to bailing. If this critical is suffered again, the leaks become more severe. As the water flows in faster, for each additional Critical Hit five more crewmen must be assigned to keeping the vessel afloat.

If a ship’s hull value is reduced to zero, repairs are no longer possible. The ship cannot use ship-mounted weapons and on 4 in 6 the ship weapons are destroyed. The ship will sink to the waterline in d10 rounds and d12 turns later sink beneath the sea (rowboats will sink in d10 rounds). When the ship sinks, every character aboard must make a Saving Throw vs. Death or be sucked down with the ship. For this reason, most characters will try to abandon ship, entering the water first to avoid being sucked into the undertow.

Repair

All ships are built of wood. Wooden pegs and metal nails join the timbers of a ship. Bronze nails are favored over iron because they better resist salt-water corrosion. Seams are caulked and fixed with wax and/or tar. Waterproofing, often mixed with paint, is melted and brushed onto the outer planking.

For damage less than half of a ship’s hull value, temporary repairs can be made at sea; the remainder requires the ship put into port for repairs. Repairs are not possible during battles, gales, or storms.

While the ship is idle, a repair crew of ten can repair one point of hull damage for each hour of work.4 These repairs are makeshift however, and will fall apart in d6 days.

In most civilized areas, one point of hull damage can be permanently repaired at a cost of 100 gp / day by a crew of ten trained workers in port. Poor (or cheap) characters can repair ships themselves; a crew of five individuals, with the correct materials and in safe harbor, can repair one point of hull damage per week. Materials can be acquired (at an approximate cost of 50 gp of material per point of hull damage, and one load of cargo space) or just landing at a vacant stand of timber and taking what is needed. Such repairs are almost as good as the expensive ones provided that at least one member of the crew has the Shipwright or Ship Carpentry proficiency (Ship Carpentry can repair only half of the damage and then only for damage ≤ half of the hull value). A successful proficiency check must be made for each such improvised repair to succeed; otherwise the repair is only temporary (d6 weeks).

Dry docks cost 5 gp per day per hull point1 (± 50% based on port size), but reduces the time required for general maintenance or repairs by 20 to 80 percent.

Upkeep

Ships require port maintenance every six months, as well as careening at the end of every year.5 Ship maintenance takes one day for every five of the ship’s maximum hull points, and costs 1 gp / the ship’s maximum hull value / day.1 Maintenance can also be done by beaching the ship, taking twice the normal time with risk to ship and crew (hull damage and crew fatality for each point of proficiency failure). Failure to perform at least annual maintenance lowers the quality of the ship by one place, and one place further every six months thereafter.5 A vessel also loses 10% of its speed for each month sailed without required maintenance.

Capsizing

A small craft (i.e., large rowboat) is 25% likely to capsize in mild (< 15 mph winds) conditions, 35% likely to capsize in moderate (16-30 mph) conditions, increasing to 50% in Dangerous (21-50 mph) conditions, and 65% in Severe (> 50 mph) conditions, checked whenever a character enters or leaves the boat, or when deemed appropriate. If operated under sail, the chance of capsizing is 20% greater. A character with the Boating (or, where appropriate, Sailing) proficiency reduces the chance by 25%, and 20% more for each additional character with the Boating proficiency.

A capsized small craft will support a number of characters equal to twice its normal capacity; that is, up to eight characters can cluster around the sides of a capacity-4 rowboat and use the rowboat to keep from going under themselves. If this weight limit is exceeded, or if the weight is not evenly distributed, the craft will sink too far below the surface to be usable in this fashion.

If a ship capsizes, the ship sinks immediately and escape by boat is impossible. All crew must Save vs. Death or be trapped in the wreck and killed.

Sea monsters that attack by ramming also have a chance of capsizing a vessel, but only on their first successful ram,5 later successful rams cannot capsize the vessel. Very small boats suffer an additional 10% chance of being capsized, small vessels +5%, large vessels -5% and very large ships -10%.

Collision

A collision is not a gentle bump against the dock; what is meant here is two vessels crashing together at three-quarters to full speed. Unless a vessel is carrying a ram, this action isn’t ramming, it’s colliding. Each ship suffers 10%-60% of the hull value of the ship that collided with them and suffers a Ship Shaken Critical Hit.

A ship that runs on rocks or reefs takes Heavy hull damage (See the effect on the Hull Burn Table) every turn. On sand bars, it takes Moderate damage once; on mud banks, it takes no damage.

Fire

Fire is a great danger on shipboard, whether as a result of a critical hit, flaming pitch, or spells such as Fireball:

Fire Risk Table

Fire Risk Hull Damage Notes
10 flaming arrows Check Hull Burn Table
Pitch (via catapult)* d6/turn
≥5 HD fireball Check Hull Burn Table 10 HD checks HB Table twice. < 5 HD does only ½*HD Hull Damage.
≥8 HD Lightning Check Hull Burn Table HB Table roll at -3 (< 8 HD does ½*HD Hull Damage and no fire).
Fire Spell Lvl 3+ Check Hull Burn Table 25% chance of creating a blaze; if so, HB Table roll at -3.

* Any flaming catapult missile landing on a ship should be immediately doused. Otherwise, it has a 75% chance of spreading out of control. 5 crew extinguish burning pitch in 3 turns, 10 crew in 2 turns, and 15 crew in 1 turn. Pitch will always burn for at least 1 turn. Pitch carries with it a 5% risk of catching the attacker on fire.

When a ship has a risk of fire, roll 3d6 to determine the ship damage:

Hull Burn (HB) Table (from Controlled Fires)

3d6 Hull Damage Minimum Repair Outcome
3-7 1 Light (L) Almost no damage.
8-10 2-4 Light Moderate (LM) = 3L Minor damage. No immediate repair needed.
11-13 3-6 Moderate (M) = 2L + 1LM OR 2 LM Minor repairs required to get underway (d4 hours).
14-15 4-8 Moderate Heavy (MH) = 2M Major repairs to get underway (min. d3 days).
16-18 5-10 Heavy (H) = 2MH Extensive repairs to get underway (min. d6 days).

 

Fire-inflicted hull damage from the first turn doubles on every subsequent turn if not contained. A fire can be extinguished by one person for each point of hull damage on the first turn, requiring one additional person for every subsequent round the fire burns. Each point of hull damage is considered one round of burning (i.e., 4 points of fire damage would take 4 crewmen to put out if they start immediately, 5 crewmen the next round). Attempts to put out fire take place after damage is applied to the ship.

Fire Burn Damage that equals or surpasses the Hull Value is considered a fire no longer under control, and the ship burns uncontrollably to the water line. Any fires magically fed and not countered due to time, lack of men, or capable magic-user have a 75% chance per turn of spreading out of control.

Direct attempts to set a ship ablaze may be undertaken only while aboard. This requires at least two flasks of oil or two cubic feet of dry combustible materials such as sacking, cloth, wool or wood kindling and still has only a 60% chance of successfully creating a blaze. Additional flasks of oil and combustibles will increase the chances by 10% for each extra flask of oil plus a further cubic foot of combustibles. It will take a full turn before such a fire takes hold, during which period it may be extinguished with a 15% chance for every person helping in the attempt. On the second turn after ignition the chance of successfully extinguishing the fire goes down to 10% per person involved; on the third turn the fire will be out of control and will burn the ship down to the waterline in a further turn.

Scuttling

Six man-sized creatures can decrease the hull value of a ship by d2/round (+1 round for each creature less than 6) if appropriately armed and damaging a specific point.

Attempts to hole a ship require the use of axes and/or similar implements. If damage is inflicted to one location equal to the ship’s hull points, the ship will begin to take on water and sink in d12 turns.

Crew

Crewmen must be of the sort needed for the waters (fresh vs. salt) and the type of vessel:

  • Small boats: river boat, sailing boat, canoe, ship’s lifeboat, raft
  • Galleys: small galley, large galley, war galley, longship
  • Sailing vessels: Large sailing ship, small sailing ship, troop transport

Sailors cost 2 gp per month. They never wear armor but will use almost any sort of weapon. When not slaves, oarsmen are considered to be primarily sailor-soldiers; they cost 5 gp per month, wear any sort of armor furnished, and use shields and all sorts of weapons. Marines are simply soldiers aboard ship; they cost 3 gp per month and otherwise have armor and weapons of heavy foot as furnished, with one sergeant per ten marines for 30 gp per month. More experienced crew earn 50% more for each additional level of skill/experience.

For every 20 crewmen there must be one lieutenant and two mates. Mates conform to specifications of sergeants. A lieutenant can command as many decades as he or she has levels. A captain can command as many lieutenants, and as many scores of sailors as he or she has levels. Captains and lieutenants cost 100 gp per month / level.

The bulk of a crew’s pay on a merchant ship is in shares of the ship’s profits as well as a share of any prize or treasure taken at sea. ~50% is the traditional share of the profits (and all of the losses) for ship owners, with the remainder paid out to the ship’s crew. For any crew, the master captain gets a 25% share, each lieutenant gets 5%, each mate 1%, and the crew share the remainder between them.

Crew normally expect three days of liberty (shore leave) each month, or become tired and argumentative, and lose morale. Employment of captain and crew is a matter of offer and acceptance (see Hirelings in the DMG). There is of course always the press gang option for gaining crew: 2–16 burly sailors or soldiers armed with swords but wielding clubs. Outnumbered or incapacitated citizens may be shanghaied onto the ship (with appropriate ramifications for skill and morale).

Supplies

Every five crew require one barrel of water per week. Iron rations cost 25 gp per week per five crew, but include dried fruit.2 Sea rations of salted meat and hard tack cost only 7 gp per week per five crew (4 sp per day per crew3). A small sailing ship can carry one month’s worth of sea rations and water, a large sailing ship 2–3 months. The space taken up by base crew provisions does not affect the ship’s cargo space. Additional supplies can be taken on: two weeks of additional sea rations and water for five crew equals one “load” of cargo (discussed elsewhere) and costs 9 gp. Once the ship has additional water barrels, the future cost is reduced to 14 gp per week with a supply of fresh water.

A crew living on sea or iron rations for more than a month becomes susceptible to scurvy (and other vitamin-related diseases). 10% of the crew will be affected by scurvy for each additional week the crew goes without fresh food. Those with scurvy lose one point of Constitution and Strength each week until either reaches zero, and they die. Those points are regained at a rate of three for each week with fresh food. Eating edible cargo reduces the cargo value by 10% per week that the cargo is eaten.

Fishing

In dire straits the crew can fish, ceasing ship progress. On the sea lanes or high seas there is only a 10% chance per day to net enough fish to feed the crew for seven days (five days if unable to prevent spoilage), increasing to 50% within 100 miles of the coast.

Gear

Mariner’s armor: The most skilled tanners and armorers construct this special leather armor. It is not magical, but acts as if it were for swimming and diving purposes (equal to no armor). It is waterproof, as is normal leather. Cost varies according to region and economic conditions, but it is at least 20 gp, four times the cost of ordinary leather armor. It must be tailored to fit the individual and requires 30 days to construct.

Swimming

The base surface swimming speed is 1/3 the normal movement rate (twice that if unencumbered). For a swimmer moving beneath the surface of the water, the rate is reduced to 2/3 the base amount (rounded up). The base rate may be modified by one or more of the following factors:

Strength 16 or 17 +1″
Strength 18 +2″
Strength 18/01+ +3″
Swimming in light current ±1″ to ±3″
Swimming with strong current ±4″ to ±6″

 

Swimming will be impossible when encumbered with more than 20 pounds of equipment of any type (add or subtract 1 pound for each 100 gp worth of strength bonus or penalty), or in any type of metal armor, with the exception of magic armor. Any character wearing magic armor will be encumbered but can dog paddle at 1″/round. Although characters wearing heavier armors cannot swim, they can walk across the bottom at 1/3 their normal movement rate.

 

The base diving rate is 2″, doubled for a character moderately encumbered characters and tripled for heavily encumbered characters. The base surfacing rate is also 2″, doubled for unencumbered characters. Character floating to the surface rise at the rate of .5″/round.

Encumbrance

Enc. Endurance Speed Diving Surfacing
None ×2 ×2 ×1 ×2
Light ×1 ×1 ×1 ×1
Moderate ×½ ×½ ×2 ×½
Heavy ×¼ ×¼ ×3 ×¼
Severe — — ×3 —

 

Endurance

A character’s base swimming endurance in turns is equal to: total experience levels + current Constitution score. Only treading water doubles their endurance. Endurance also doubles for the unencumbered, and halves for the heavily encumbered. Each hour spent swimming causes a cumulative penalty of -1 to all attack rolls. A character regains three turns of endurance for every turn resting on shore.

A character may swim at high speed on the surface with a successful Strength check (vs. half the character’s normal Strength score), doubling their movement rate but reducing their endurance to 1/10 normal. After such an action (regardless of duration) the character must get out of the water to rest for as long as they spent swimming at high speed, regaining only one turn of endurance for every one turn of resting.

All this assumes calm water. If the waters are choppy, a Constitution check should be made every hour spent swimming, regardless of endurance. Rough seas can require more frequent checks; heavy seas or storms may require a check every round.

A character who has reached the end of their endurance must exit the water, or sink.

Drowning

DRMG 107: When a person swims in water for an extended length of time, there is a chance that the swimmer will not be able to maintain his buoyancy; then they will sink. Consult the chart below, treating the magical armors of ring mail, chain mail, and studded leather armor as non-magical leather, to determine at what interval a drowning check must be made.

Drowning Table

Encumbrance Drowning Check Frequency
*No armor / unencumbered 2 hours
*At least 50 gp enc. 1 hour
*At least 100 gp enc. ½ hour
*At least 150 gp enc.  1 turn
*At least 200 gp enc. 5 rounds
Choppy seas 1 hour
Storm 1 turn
Cold water 1 turn or less (see below)

* Treat leather armor as 50 gp encumbrance. Magical leather is equal to no armor at all.

The base 25% chance for drowning is modified as follows:

  • Every previous drowning check made: +10%
  • Wearing leather or padded armor: +5%
  • Every 50 gp enc. on person: +2% (includes weapons, backpacks, and hard boots)
  • Salt water: -10%
  • Treading water (0″ movement): -15%
  • Calm water and/or weak current: -20%
  • Choppy water or moderate current: -0%
  • Rough water or strong current: +15%
  • Every level of sea-deity worshiper: -1 %/level
  • Buoying device: -5% to -50%
  • Storm / Winds above 35 mph (check every turn): +50%

Hypothermia

Exposure to cold waters increases the chance of drowning. A ring of warmth or similar magic item or spell will prevent hypothermia. Adjust the drowning roll as follows:

  • Water temperature below 60°F: + 10%, check as normal
  • Water temperature below 50°F: + 30%, check every turn
  • Water temperature below 40°F: + 60%, check every two rounds

Holding One’s Breath

All characters are able to hold their breath for one round, regardless of circumstances. A character can hold their breath underwater a number of rounds equal to ⅓ of their Constitution score. This assumes that the character has a chance to take a deep breath before submerging. If the character did not have a chance to fill their lungs with air before going under (or takes a momentary quick breath in combat), the time is cut in half (rounded up). If they engage in strenuous activity (such as combat), the time is also cut in half. These penalties are cumulative. Characters reduced to ≤ ⅓ of their normal movement due to encumbrance are always engaged in strenuous activity.

While attempting to hold their breath beyond this time, the character rolls a Constitution check each round. The first check has no modifiers, but each subsequent check suffers a -2 cumulative penalty. Once a check fails, the character runs out of air, and goes unconscious. If underwater and unconscious at the end of a round, the character’s HPs reduce to a virtual -10 (if not worse already).

Underwater Vision

Characters can see objects and movement up to 50′ away in fresh water and 100’ away in salt water. The depth limit of vision is the same as the distance limit: characters can see until they go below 50′ in fresh or 100′ in salt water; below this depth vision will be obscured. Use of a Light spell allows vision up to 30′ distance regardless of depth, or adds 10′ of vision to any distance shorter than 60′.

lnfravision and ultravision are useful underwater, with distance limits the same as dungeon settings. There are some problems, however: infravision users may become confused due to shifting currents and layers of different-temperature water, as water exchanges heat more slowly than air and therefore is of a less even temperature. Distance of ultravision is halved at 100′ depth and reduced to zero below 200’ as ultraviolet “light” does not penetrate beyond that depth in sufficient quantities for sight.

Seaweed or sea grass will reduce vision to 10′ or perhaps nil for those within it, depending on its density.

Combat

Visibility

On a clear day a 6′ tall character can see 3 miles to the horizon line. A character in a 60′ crow’s nest can see 9 miles. Any obstruction (such as an island) will provide cover which may reduce this distance. Land can be seen at a distance of 24 miles on a clear day. Ships can be identified (type, firepower, low or high in the water) at 300 yards on a clear day (or as little as 40 yards in dense fog).

Visibility Table

Maximum Visibility (Crow’s Nest) Miles
Clear 9
Cloudy 3
Gale 2
Hurricane 1
Fog 1 or less

Sighting

When two ships enter visual range of one another, each ship makes a d20 roll each turn until it sees the other. Depending on heading, it is possible for one ship to see the other first and attempt to fade back into the horizon before being seen. This roll can also be used to indicate sighting land, large sea monsters (at the horizon), or other items of significance. Success is defined by the quality of the crew:

Ship Sighting Table

Crew Quality d20
Landlubber 20
Green 16
Average 13
Trained 10
Crack 8

Range

A ship will normally first be spotted at maximum range. Normal range can vary based on visibility.

Ship Visibility Table

Distance Range Duration Possible Actions
Distant > 300 yards
(max 9 miles)
d6 hours Approach/ Evade
Normal 300 – 50 yards: d6 turns Approach/ Maintain/Withdraw, Spells, ship-to-ship weapons, missile weapons
Short 50 yards – Contact d6 rounds  Approach/Maintain/Withdraw, Spells, missile weapons, Grapple/Ungrapple, Prepare to Shear/Ram
Boarding Contact 1 round Withdraw, Spells, missile weapons, Grapple/Ungrapple, Shear, Ram Board/ (unless Grappled),

Range changes are possible only every interval defined by Duration. Range increase/decrease will be evenly spread across the Duration.

Evasion

A crew spotting a distant ship can choose to evade:

Base chance of evading pursuit outdoors (d100) 80%
Pursued is faster +10%
Pursued is slower -20%
Original Positional Advantage (optional)* +25% to -25%
Piloting Skill Check +10%
Open water -50%
Marsh +10%
Light, daylight -30%
Light, twilight -10%
Light, moonlight 0%
Light, starlight +20%
Light, dark night +50%
Weather, cloudy day +10%
Weather, gale +20%
Weather, storm +30%
Weather, fog +50%
Ship Damage -%hull damage

*Original positional advantage is determined by where the pursuer is in relation to the wind.

If Evasion is successful, the attacker has lost sight of the pursuing vessel and cannot attempt again until the following day, otherwise the two ships close from 30″ in d6 turns if pursuer is <= speed, or at rate of closure.

Once the pursuer closes to 30″, they have the opportunity to review their target. At that time the pursuer can choose to disengage. This flight is automatically successful if not pursued, otherwise they need to succeed on an Evasion roll in order to return to Distant range (taking 1 turn if the former target turns to pursue) and leading the now pursuer on a merry chase before potentially disappearing from sight in d6 hours if successfully evading a second time.

Ship-to-Ship

Crews can fire upon one another whenever within missile range. Hand missile weapons such as bows and crossbows can damage or kill crew but do no effective damage against the ship itself. No more archers can fire effectively than the ship’s base maximum crew.

Artillery

Armament on galleys ranges from a ram to ballistae; some of the larger galleys may even sport a catapult. Only longships, galleys, and sailed warships can mount catapults; ordinary sailing ships cannot. Typical armament for merchant ships includes at most a ballista.

A light catapult costs 150 gp. A ballista costs 75 gp. A catapult and 20 rounds of shot weigh 20,000 cn (1 load). A ballista and 20 bolts weigh 6,000 cn. A ballista bolt is 10 gp / bolt. Catapult stones are 20 gp, and are approximately 1’ in diameter. Pitch costs 25 gp and takes 3 turns to prepare.

 

  Range (Min/Max)a Damage (S/M, L, Hull) Rate of Fireb Crew Arc Siege Defensive value AC Critical Hit
Ballista 1″/ 32″ 2d6 3d6 – ¼-½ 2-4 45°c 2 4 20
Catapult, Light 15″/30″ 2d10 3d4 4 ¼ 4 30° 4 4 20
Catapult, Heavy 18″/36″ 2d12 4d4 6 ¼ 6 15° 6 0 19,20

aThe -5 modifier for long range does not affect catapults or ballista.
aIncendiary ammo (pitch) reduces range by 1/3, affects a 10’×10‘ area and causes d6 / turn of hull damage in addition to damage to the crew. All creatures within three feet of the impact and breaking point of the container missile must save versus poison or be splashed with the contents of the shattered container. Extinguishing the associated fire takes 3/2/1 turns with 5/10/15 crew.
bRate of Fire can only be achieved with the requisite crew. If less than the requisite crew is available, RoF drops to at best 50% of normal, and for each crew member missing, the weapon takes one additional round to fire.
cIt takes three rounds for a crew of four to reposition a ballista.

Ranged attacks on characters inside the crow’s nest are at -3 ‘to hit’ in addition to any other penalties. This reflects the defensive bonus from the 3’ high walls of the crow’s nest.

Hit Determination

The weapon crew chief’s level determines base THAC0. Default Lvl 4, THAC0 18 (potentially adjusted for crew rating). Artillery can be either aimed at the ship’s crew, artillery, or the ship itself. Galleys are AC 5, other ships are generally AC 0. Catapult targets are otherwise considered to be AC 0; ballista targets are considered to be AC 10. When any of the various siege machines (ballistae, catapults, etc.) fire missiles, target characters do not gain Dexterity bonus considerations to Armor Class. Adjust the base numbers to hit using the following table:

 

Target Movement
 Stationary +3
 Movement Rate 3″-12″ -3
 Movement Rate > 12″ -5
Target Size
 Medium ship +2
 Large Ship +4
Subsequent shots (if stationary) +4
Subsequent shots (if moving, max +3) +1
Weather
 Calm +1
 Light to moderate breeze 0
 Strong Breeze/Gale -2
 Storm -4
Direct Fire (subsequent shots at stationary target, ballista/mangonel,skorpion) +4

Critical Hits

If a ship received a Critical Hit, further damage is indicated:

d20 Result  
1 Roll twice on this table
2-4 Deck Crew Casualty One exposed crew member is struck and suffers the same damage as the ship.
5 Interior Crew Casualty Same as Deck Crew Casualty, but everyone aboard is a potential target, including prisoners and the captain. This reflects not so much the effect of the missile itself, but shattered parts of the ship’s interior bouncing around during combat.
6-8 Ship Shaken All characters not sitting or otherwise firmly tied down must make a Dexterity Check to maintain their balance or fall to the deck, disallowing any attacks or spell use that round. Characters in the rigging could fall.
9-10 Large Weapon Damaged One large weapon (chosen randomly) is inoperable until repaired. Its crew is unharmed.
11-12 Sheared Ship movement is reduced 50%, and 25% of the rowers are killed.
13 Fire! See Fire.
14-15 Loss of Movement The base move of the ship drops by 1″.
16 Leaking The ship begins to leak as the timbers groan. Such a ship will sink in 2d10 + 10 rounds unless two crewmen are dedicated to bailing.
17-20 Hull Holed The attack punches a hole in the ship where there was none before. A hole made in the ship has a diameter (in inches) equal to the damage caused by the attack. For example, a strike inflicting 60 points of damage would tear a five foot (60 inch) hole. The hole is below the waterline, and the ship will sink in d6*10 rounds.

 

Contact

Stopping a Ship

Aquatic attackers typically stop a vessel by snagging the hull with a large net (acting as a sea anchor), or by attaching two sea anchors—one to the rudder (ripping it out) and one to the side of the ship (making the ship turn in circles). The attackers may then attach more sea anchors at their leisure to stop the ship. Both of these methods work 50% of the time, and reduce speed by 50%.

Ram

Only oared ships can perform ramming maneuvers as sailing vessels do not possess sufficient maneuverability. Only galleys normally mount rams; Viking-type longships seldom carry them. A large or small galley may have a ram, a war galley always will. A ship may only attempt to ram once / turn. Before any battle in which ramming is intended, the mast must be previously unstopped and secured on deck; 10 crew accomplish this task in three turns.

Ramming must be done head-on at full speed, with the galley striking the target ship at a 60-90° angle.

When ramming, use the helmsman’s THAC0 against AC 8 to determine if the ramming is successful. The rammed ship suffers from 10% to 60% damage, and there is a 25% chance that it is holed below the waterline and will sink in 3-18 turns unless patched. A vessel rammed in the side loses 20% of its crew (15% must be rowers if the ship is oared). Patching a hole below the waterline requires five turns of work by ten men, and there is a 25% chance the job will not hold, requiring another five turns to replace.

If the ramming ship misses its target or reduces the opposing ship to 0 hull value (so that the opposing ship begins to break up), the ramming ship may continue its movement. Ship crews may grapple in the same round as a ram if so desired. If the ship strikes its target without destroying it or is locked or grappled with the target, its movement stops.

After successfully striking, the ramming ship must backwater immediately or risk either sinking with the ship it rammed or being boarded by her crew if the hole is above the water line. It may take d12 turns before the ship sinks (rowboats and small rafts are the only vessels that sink in less than a turn). Both ships automatically suffer a Ship Shaken Critical Hit.

A ship without a ram may nonetheless drive itself into an enemy, inflicting collision damage on both the attacker and victim (it may still be useful for huge ships facing rowboats)—see Collision.

It is possible for some monsters to make ramming attempts. A successful Save vs. Breath Weapon will reduce the damage by half. Gargantuan creatures take 1d6 points of damage per 20,000 cn. capacity (or fraction thereof) of an attacking ship (up to a maximum of 6d6).

Shear

A shearing attack is a close pass against an opposing ship with the intention of snapping oars to slow the ship’s speed. Shearing can only be attempted against oared craft. The attacking helmsman’s THAC0 against AC8 is used to determine success. A successful shearing attack will cause a Shearing Critical Hit (kill 50% of the rowers on that side of the opposing ship, and cause it to be dead in the water for three turns, thereafter moving at one-half speed maximum). If it has its oars sheared again it will remain powerless to move by rowing. Shearing attacks inflict no damage on the target ship’s hull, but if a 20 is rolled for the attack, an additional Critical Hit results applies.

Damaging the Rigging and Sails

Attacks can be made on a ship’s targeting the rigging and sails. Each 10% of the ship’s hull points damage done to the sails and rigging will reduce the ship’s movement by 10%. No permanent damage is done to the ship.

Grapple

Grappling may be attempted each round that ships are adjacent (50’ or less). There is a 100% chance of success if both crews desire that outcome, otherwise success is indicated by a 1-2 on a d6, while a 3-6 means the other crew successfully casts the grappling lines free. Once a ship is grappled, there is a 25% chance of freeing the ship each round (assuming the crew are not otherwise occupied). It requires only one man to grapple or cut a grapple. Grappled ships immediately lose all maneuvering, and have their Movement reduce to 0″ in 5 rounds. Once grappled, vessels may be readily boarded.

In addition to the classic grappling hook, several devices were introduced to assist in boarding. The corvus was a bridge 36’ long and 4’ wide carried upright in the bow on a swivel mount. The far end had several spikes on the bottom. When an enemy galley was close enough, the lines holding it up were cut, allowing it to fall and spike itself to the enemy galley. The harpax was an iron-bound ballista missile with several lines attached to a winch at one end and a grappling iron at the other. The idea was to grapple and winch in an enemy. Pots of flaming oil were carried at the end of long poles that could be extended from the bow and sides of galleys.

When a burning ship grapples another one, there is a 10% chance per turn that the new ship will also suffer a fire attack (see Hull Burn Table).

Boarding

Boarding attackers attack and defend at -2 the round they board, but receive a +1 bonus to attack if boarding from a higher ship. One crew can attempt to board every round for every 10’ of length.

A crew outnumbered by 3:1 will surrender. A captain can order their continued fighting; his crew will only obey 1 in 6.

Rigging (UK1)

Those with Climb Walls will move at their normal rate, for others their movement rate is reduced by 25%. Those with Climb Walls must roll their percentage score or less to succeed, and others must roll their Dexterity or less on 3d6 to succeed. Failure means a fall with a 50% chance of going either into the sea or onto the deck (rolling 1d6 per 10’ fallen). Fighting when aloft will be as normal for those with Climb Walls ability. Others will have -2 on their ‘to hit’ die rolls and their AC will deteriorate by one (though not beyond AC 10). It will not be possible for any character to employ both shield and weapon (or any two-handed weapon) while aloft; nor will it be possible to cast spells other than those with a verbal component only. Crossbows may not be reloaded in a ship’s rigging; solid footing is required to recrank the weapon.

Underwater Combat

Human-types will be somewhat slowed underwater, so aquatic creatures will always get the first chance to hit, unless the human is armed with a significantly longer weapon than the opponent. All surface dwellers suffer -4 To Hit (for ranged and melee combat) underwater.  Weapon specialization bonuses will not apply underwater.

Hand-to-Hand: Cutting, slashing, and smashing weapons are not all that useful under water. They suffer a -10 penalty to hit and do only half damage. Thrusting and piercing weapons (spears, tridents, daggers, stabbing swords, lances) function normally.

Missile Weapons: Most missile weapons do not work underwater. Only crossbows made by undersea dwellers (such as mermen) will function, and sell at ten times the normal price. Effective underwater range of these will be one-half normal (dungeon) distances.

 

Nets: All of the undersea races use nets, particularly aquatic elves, locathah, and mermen; the most adept of all are the sahuagin. They will often set ambushes involving many small nets or one huge net several hundred feet in diameter. These may be concealed in seaweed or left floating near the surface, disguised as something else. The sahuagin are masters of combat network as well, and will often fight with a net in one hand (to entangle and confuse) and a short, jabbing trident in the other.

Nets wielded single-handedly in combat must be weighted.  Nets can be thrown one foot for every point of the thrower’s strength. Underwater races can throw nets an average of 15′, sahuagin 20′. Weighted nets can also be dropped upon non-swimmers on the ocean floor to drag them down or incapacitate them. Some battle nets have little hooks or barbs attached at every intersection to ensure that targets will be unable to escape easily. The underwater combat net is a difficult weapon to use, and player characters who attempt it will do so at -4 to hit unless they undergo extensive training and choose the underwater net as a weapon of proficiency (such training must take place underwater).

Two or more characters could stretch a large net between them and foul up attackers or combatants by maneuvering it so that their opponents become entangled therein. This is most effective vs. charging or unsuspecting opponents, who will have less chance of avoiding it.

Spells: Characters cannot cast spells at all underwater unless they have already cast Water Breathing or Create Air or are using a magical item that permits them to breathe. Many material components will be altered by or will not work correctly underwater.

Weather

The base chance of daily precipitation is 25% (e.g., base 40% at sea) for d12 hours, with a 10% chance it will continue. There is an additional base 10% chance per week (or fraction of a week) of encountering unusual weather phenomena (Gaz 9).

For daily weather calculation:

  • Base Temp, Month: 1(32°), 2(34°), 3 (42°), 4(52°), 5(63°), 6(71°), 7(77°), 8(75°), 9(68°), 10 (57°), 11(46°), 12(33°)
  • Daily Temperature High/Low: d10 + 6
  • Sky: 01-20 (Clear), 21-50 (Partly Cloudy), 51-00 (Cloudy)

Terrain Modifiers Table (Greyhawk)

Type Rain Temp (°F) Wind Speed (mph)
Forest – -5° -5 mph
Jungle +10% +5° -10 mph
Swamp/Marsh +5% +5° -5 mph
Plains – – +5 mph
Desert -30% +10° (day)/-10° (night)
Mountains – -3° per 1000 ft. +5 mph / 1000 ft.
Sea Coast +5% -5° (cold current) / +5° (warm current) +5 mph
At Sea +15% -10° (cold current) / +5° (warm current) +10 mph
40th Parallel (Standard) – ±2° for each 70 miles different –

 

Precipitation

Weather can generally be considered Rain < Thunderstorm < Gale < Tropical Storm < Hurricane. Other weather effects (in particular Blizzard, Snowstorm, Hail/Sleet, and Monsoon) can be interpreted based on their Wind Force Effects.

Precipitation Type Table

d100 Weather Min Temp Max Temp Duration Chance to Continue* Wind Speed Not Allowed
01-05 Blizzardd – 15 3d8 hours 10% 4d8+36 Desert
06-20 Snowstormd – 30 3d6 hours 25% 3d8 –
21-27 Sleet/Haild – – d6 hours 15% 3d10 –
28-38 Fog 25 65 2d6 hours 30% d10 Desert
39-70 Rain 25 – d12 hours 30% d20 –
71-84 Rain (Thunderstorm) 30 – d4 hours 15% 4d10 –
85-89 Galeb 40 – d3 days 20% 2d12+30a Desert, Plains
90-92 Gale (Monsoon)c 55 – d6+6 days 30% 6d10 –
93-97 Storm (Tropical)b 40 – d3 days 15% d4+d6+d10+52a Desert (Sandstorm)
98-00 Unusual/Special – – – 1% – –

a Aligned to DMG instead of Greyhawk
b Swapped Greyhawk to align with DMG
c Wind speed determines Gale/Storm effects using the Wind Effects Table
d If the current temperature is 36 degrees or higher, rain will fall. If the temperature is between 30 and 35 degrees inclusive, sleet will result half of the time (1-3 on d6, or DM’s discretion) and snow the other half. At a temperature lower than 30 degrees, the precipitation will be a snowfall.

The higher the d100 roll in a specific Precipitation Type category, the more extreme the conditions. If the precipitation continues, 10% of the time the effect increases, 10% of the time the effect decreases. If precipitation will not occur, roll for Wind.

Unusual/Special Weather Table (Gaz 9, WSG, MM2)

d100 Unusual Weather % Min Temp Max Temp Duration Chance to Continue* Wind Speed Notes
01-10 Becalmed 10 – – d100 hours (d12 days) – 0
11-30 Clouds (Heavy) 20 – – d10 days – See Wind Force
31-50 Fog (Heavy) 20 25 65 2d6 hours 30% d10 Desert
51-75 Squall 25 – – d100+10 minutes – d4+d6+d10+52a
76-95 Hurricane 20 55 – d4 days 20% 7d10+66a Desert (Sandstorm)
96-00 Waterspout/Tornado 5 – – d20 turns – 20% d10 hours

I de-duplicated Unusual Weather that duplicates both  normal weather & Encounters, so probability is represented in one place.

Becalmed: Lasts for d100 hours. In summer equatorial waters, instead lasts for d12 days.

Clouds (Heavy): Lasts d10 days. Shortens distance at which objects can be sighted by 50%. Penalizes Navigation checks by -2 (10%).

Fog (Heavy) (Gaz9): Lasts d4 days. Vision reduced 20-80%, reducing speed by 50%. When within 50 miles of the coast, there is a 2% chance of colliding with another vessel; within 1 mile of the coast, a 10% chance of hitting submerged rocks/reef.

Frozen Precipitation (Gaz9): Lasts d4 hours. Dexterity checks to maintain footing.

Hailstorm: This kind of activity usually occurs during the first ten minutes of a lightning storm (see below), but on rare occasions (roll of 1 on ld6) can be a storm in and of itself lasting from 5-10 (ld6+4) minutes. Hail consists of lumps of ice, typically no larger than 1 inch in diameter but possibly as large as 2 or 3 inches across. When a hailstorm occurs at a temperature of 40 degrees or higher, the hail will melt within minutes of hitting the ground. If the hail activity is followed by a lightning storm, the pellets will have melted by the time the lightning storm ends. WSG

Hurricane (Gaz9): A hurricane brings four days of stormy weather. It cannot be outrun or avoided. It is preceded and followed by d2 days of storms. A hurricane doubles the ship’s normal movement rate. As Storm, but the storm-related damage is doubled. Characters on deck must roll a Dexterity check each day with a -4 penalty if not lashed to a safety line. A second failure indicates being swept overboard.

Snowstorm (Severe): If the normal maximum precipitation for the day in question is moderate, this storm will dump 5-10 inches (d6 +4) of snow; if the normal maximum precipitation is heavy, a severe snowstorm will cause 7-12 inches (1 d6 +6) of accumulation. The snow will come down at the rate of 1 inch per hour until the indicated accumulation is reached. Wind velocity will be very strong at the start of the storm, but will taper off after 1 or 2 hours to a moderate breeze (15-20 mph) at best as the storm center becomes stalled over the area receiving the precipitation. WSG

Squall (brief Storm) (Gaz9): Lasts d100+10 minutes, Force d4. Arrives in d3 turns. No effects on movement or navigation. A successful Ship Sailing check allows judging probable force and best heading. Force 4, 10% chance that ballast or cargo shifts. Shifted ballast reduces movement by 20% and Ship Sailing rolls by -4. Shifted cargo inflicts one point of hull damage per five loose loads1, and requires one day to resolve. Lightning accompanies 20% of storms, with a 5% chance of hitting the ship (see Lightning spell). (RC)

Storm (Gaz9): Strikes in 2d6 turns after it is sighted on the horizon, with a 5% chance to avoid with minor course change. Storms last one day, with a 20% chance of continuing the second day and a 10% chance of continuing each day thereafter. For each day a storm lasts, the ship is blown d10 × 10 miles off course. Lightning accompanies 20% of storms, with a 5% chance of hitting the ship (see Lightning spell). Determine the storm’s force with d6. Force 5 or 6 storms require characters on deck to roll a Dexterity check each day; a second failure indicates the character is swept overboard. There is a 10% chance that ballast or cargo shifts, doing two hull damage per five loose loads1, and requires one day to resolve. The captain must make a Ship Sailing roll for each day of the storm to avoid damage, modified by -1 for Force 5, -2 for Force 6, and -2 for every 1,000 miles the ship has sailed without maintenance. An average ship takes one hull damage for each day in a storm.

Sailing ships can attempt to run before a storm, moving twice their normal rate in a random direction. If no coastline is reached, the ship is safe. However, if the ship reaches a coastline, a Ship Sailing check will avoid breaking on the beach, otherwise only a 25% chance the ship will find a safe harbor. Any vessel without a sail, including galleys, may not run before a storm, and has an 80% chance of being swamped by any gale (or worse). If a galley is in sight of the coast when the gale first hits may beach if there is clear coastal terrain, otherwise the galley will find a safe cove on 1-2 on d6.

Thunderstorm: Lightning accompanies 20% of storms, with a 5% chance of hitting the ship (see Lightning spell). (RC)

Waterspout/Tornado (Gaz9): Most last for d20 turns, but 10% last for d10 hours. There is a 5% chance to hit the ship. If a ship is struck by a waterspout it rolls four times for storm damage, and double the severity of the effects. Persons on deck suffer 3d6 damage and are flung d10 × 10 yards away.

Other Weather Dangers Table

DMG: Gale Storm Hurricane  
Capsizing 1% 20% 40% Ship will sink in d10 turns
Broken Mast 5% 25% 45% Mast snaps, halving ship movement
Broken Beams 10% 35% 50% Ship leaking, will take 1 hull damage / turn
Torn Sail/Rigging 20% 45% 65% 6 hull damage, halves ship movement
Man Overboard 10% 50% 70%

*The problem with this DMG chart is the probability of a hurricane in the DMG: 1 in 216 (.5%). The probability of hurricanes in other charts is often an order of magnitude higher (3%Expert, 5%Greyhawk, 3% 2nd, 12% Gaz9). Combining this DMG chart with others without taking that info account is extraordinarily lethal, and exacerbated by the above check being every 6 hours, where Greyhawk lists hurricanes as d4 days. That problem is further compounded if checking the Wind Speed Table (which has hurricanes) and the Weather Table (which ALSO has hurricanes). Probabilities adjusted to more closely align with the DMG.

Wind

Wind direction can generally be ignored, as wind doesn’t vary wildly across trade routes. When there’s no percipitation, wind is checked each 24 hours, and (if a change is indicated) changes over d12 hours.  Wind can provide a 0-2 mph modifier to movement, depending on direction:

Wind Direction Table

Wind Direction (d8): DMG
1 North 3 East 5 Northwest 7 Southwest
2 South 4 West 6 Northeast 8 Southeast

 

Wind Force Effects Table

Wind Force (3d6): DMG Miles per Hour Missile Combat (P/S/M/L) Melee Combat Move Effects
3 Calm 0-1 – – – –
4-8 Light Wind 2-7 – – – –
9-12 Moderate Wind 8-18 0/-1/-2/-3 – – 50% extinguish candles.
13-15 Strong Wind 19-31 -1/-2/-3/xx -1 ¾ 50% extinguish torch.
16 Galeb 32-54 -2/-4/xx/xx -2 ⅔ Creatures eagle-sized or less cannot fly. Missile range halved. If > 35 mph Gaseous Form may disperse, and device usage risks dismount at (wind speed–speed of device)% / turn.a  3d8′ waves.
17 Stormb 55-72 -4/-6/xx/xx -4 ½ Man-sized creatures cannot fly.  d10+20′ waves). Hull damage (see Storm).
18 Hurricaneb 73-136 xx/xx/xx/xx -8 ¼ Flight not possible (unless Plane of Air). No Dex bonus. 20% chance weapon torn from wielder’s hand. Hull damage (see Hurricane).

aReduce by 5% for every 100 lbs. of body weight and encumbrance. Those weighing < 100 lbs have their chance increased by 1% for every 5 lbs below that limit.
b
Any wind of strong gale force or better will have a chance to damage the ship or blow men overboard. Checks should be made every 6 hours or until winds subside:

Effects of Climate Extremes

Inclement weather can affect movement rate, range of vision, tracking, and the chance of getting lost.

Bulky clothing can affect character Dexterity, Armor Class, and “to Hit” rolls, -1 for every 10 degrees below °F.

Heat-producing magic will cause snow to melt and refreeze into glare ice. Ice floes will crack and separate. In mountainous terrain, intense heat can cause an avalanche or rock slide.

Extreme cold can cause oil to not flow. Liquids may freeze and crack their containers.

Encounters

Random encounters occurs 1 in 20. In fresh water, check morning, evening, and midnight. In salt water, check dawn and noon in coastal and shallow waters; check only once during daylight (usually noon) in deep water (DMG).

Unintelligent monsters will be 75% likely to be driven off by flaming oil, 90% if actually burned. Large amounts of food will be 50% likely to end encounters.

Monsters

At sea. Some monsters, such as a Sea Snake or a Dragon Turtle, will also attempt to capsize a ship if they should choose to attack it. Monsters surprise ships as normal. Ships never surprise unless a special condition exists (such as fog).

Typical Sea Monster Movement

Dolphin 30″, Dragon Turtle: 3″/9’, Eye of the Deep 6″, Locathah 12″, Merman 18″, Octopus 12″, Sahuagin 12″/24″, Sea Hag 15″, Sea Lion 18″, Sea Horse 21″, Shark 24″, Megalodon 18″, Squid 18″, Whale 18″-24″

See also MM2 Aquatic tables (p. 137).

Salt Water Surface Encounters—Shallow Waters, Coastal Waters, Small Inland Seas

Dice Score Creature Encountered Appearing AC Move HD THAC0 Damage Size In Lair Other
01-02 Crocodile, giant** d2-2d12 4 6″/12″ 7 13 3d6/2d10 L Nil Surprise
03-10 Dinosaur- see Dinosaur Subtable – – – – – – – – –
11-17 Dolphin 2d10 5 30″ 2+2 16 2d4 M Nil
18 Dragon turtle 1 0 3″/9″ 12-14 9-8 2d6/2d6/4d8 L 5% Breath Weapon. Capsize.
19-20 Elf, Aquatic d20×10 5 12″ 1+1 18 d10/w M 10% Leaders. Dolphins
21 lxitxachitl 10d10 6 12″ 1+1 18 3d4 M 60% Cleric spells
22-23 Koalinth (hobgoblin) d20×10 5 9″ 1+1 18 d8 M 25% Leaders
24 Kopoacinth (gargoyle) 2d8 5 9″/15″ 4+4 15 d3/d3/d6/d4 M 20% +1 or better
25 Lacedon (ghoul) 2d12 6 9″ 2 16 d3/d3/d3 M Paralyze, Undead
26 Locathah d20×10 6 12″ 2 16 d8/w 10% Leaders, Giant Eels
27-35 Men, buccaneer (warship) 5d6×10 – 12″ 1 – W M 20% Leader
36-63 Men, merchant* – – 12″ 1 – W M 20% –
64-67 Men, pirate – – 12″ 1 – W M 20% –
68-70 Men, pirate (tribesman with small craft) – – 12″ 1 – W M 20% –
71-73 Merman d20×10 7 1″//18″ 1+1 18 d8/w M 25%
74 Nymph d4 9 12″ 3 16 0 M 100% 50% MR, Druid spells
75 Octopus, giant d3 7 3″/12″ 8 12 d4×8 L 70% 25% pin arm
76-80 Sahuagin d4×20 5 12″/24″ 2+2 16 d2/d2/d4 M 25% Leaders, Sharks
81-83 Shark, giant d3 5 18″ 10-15 9-7 4d4-6d6 L Nil Swallow
84-86 Snake, sea d8 5 12″ 8-10 12-10 d6/3d6 L Nil Poison, Constriction
87-89 Triton d6×10 5 15″ 3 16 d8/w M 25% Leaders. Mounted
90 Turtle, giant, sea d3 2/5 1″/15″ 15 8 4d3 L Nil Non-aggressive. Capsize
91-96 Whale, carnivorous, small d8 4 24″ 12 9 5d4-15d4 L Nil Swallow
97-00 Whale, small d8 4 24″ 12 9 d8-5d8 L Nil Swallow

Salt Water Surface Encounters—Deep Water (DMG)

Dice Score Creature Encountered Appearing AC Move HD THAC0 Damage Size In Lair Other
01-05 Dinosaur- see Dinosaur Subtable – – – – – – – – –
06-13 Dolphin 2d10 5 30″ 2+2 16 2d4 M Nil
14 Dragon turtle 1 0 3″/9″ 12-14 9-8 2d6/2d6/4d8 L 5% Breath Weapon. Capsize.
15-16 Man, buccaneer (warship) 5d6×10 – 12″ 1 – W M 20% Leader
17-25 Man, merchant* – – 12″ 1 – W M 20% –
26-27 Man, pirate – – 12″ 1 – W M 20% –
28-35 Merman d20×10 7 1″//18″ 1+1 18 d8/w M 25%
36-40 Octopus, giant d3 7 3″/12″ 8 12 d4×8 L 70% 25% pin arm
41-45 Sahuagin d4×20 5 12″/24″ 2+2 16 d2/d2/d4 M 25% Leaders, Sharks
46-50 Shark, giant d3 5 18″ 10-15 9-7 4d4-6d6 L Nil Swallow
51-53 Snake, sea d8 5 12″ 8-10 12-10 d6/3d6 L Nil Poison, Constriction
54-55 Squid, giant 1 7/3 3″/18″ 12 9 d6×12/5d4 L 40% Pin
56-65 Triton d6×10 5 15″ 3 16 d8/w M 25% Leaders. Mounted.
66-68 Turtle, giant, sea d3 2/5 1″/15″ 15 8 4d3 L Nil Non-aggressive. Capsize.
69-72 Whale, carnivorous, large d8 4 18″ 36 7 15d4

 

L Nil Swallow
73-78 Whale, carnivorous medium d8 4 12″ 24 7 10d4 L Nil Swallow
79-85 Whale, carnivorous, small d8 4 24″ 12 9 5d4 L Nil Swallow
86-90 Whale, large d8 4 18″ 36 7 5d8 L Nil
91-95 Whale, medium d8 4 21″ 24 7 3d8 L Nil
96-00 Whale, small d8 4 24″ 12 9 d8 L Nil

*80% of encountered trading vessels will be carrying d100% cargo.

 

 

Salt Water Surface Encounters—Deep Water (Enhanced)

Check for Frequency, and roll on appropriate section of table:
1-65 (Common), 66-85 (Uncommon), 86-97 (Rare), 97-00 (Rare)

Roll   Creature Encountered # AC Move HD THAC0 Damage Size In Lair Other
1 C Man, merchant – – 12″ 1 – W M 20% 80% will be carrying d100% cargo.
2 C Seaweed, Sargasso – – – – – – – – Check for additional encounter
3 C Shark 3d4 6 24″ 3-8 16-12 d4+1|2d4|3d4 M/L Nil –
4 C Whale d8 4 18/21/24 12/24/36 7 d8/3d8/5d8 L Nil –
5 C Whale, carnivorous d8 4 12/18/24 12/24/36 7 5d4/10d4/15d4 L Nil Swallow
1 U Dinosaur (see Dinosaur Subtable) – – – – – – – – –
2 U Dolphin 2d10 5 30″ 2+2 16 2d4 M Nil –
3 U Dolphin 2d10 5 30″ 2+2 16 2d4 M Nil –
4 U Eel, Giant d4 6 9″ 5 15 3d6 M Nil –
5 U Island (see Island Subtable) – – – – – – – – –
6 U Man, buccaneer (pirate/privateer) 5d6×10 – 12″ 1 – W M 20% Leaders. Warship. 25% have MU, 15% Cleric. 20% will be carrying d100% cargo.
7 U Man, navy 5d6×10 – 12″ 1 – W M 0 10% 2d4 ships
8 U Man, smuggler 5d6×10 – 12″ 1 – W M 20% 80% will be carrying d100% cargo.
9 U Merman d20×10 7 1″//18″ 1+1 18 d8/w M 25% Temperate/tropical
10 U Omen – – – – – – – – Random check for additional encounter
11 U Portuguese Man-o-war, Giant d10 9 1″ d4 19-16 d10 S-L Nil Warm seas
12 U Sahuagin d4×20 5 12″/24″ 2+2 16 d2/d2/d4 M 25% Leaders, Sharks, Temperate/warm
13 U Scrag d8 2 3″//12″ 6+12 12 d4/d4/d8+8 L 15% 10% AC1
14 U Sea Lion 3d4 5/3 18+ 6 13 d6/d6/2d6 L 20% Coastal
15 U Snake, sea d8 5 12″ 8-10 12-10 d6/3d6 L Nil Poison, Constriction
16 U Turtle, giant, sea d3 2/5 1″/15″ 15 8 4d3 L Nil Non-aggressive. Capsize.
1 R Albatross – – – – – – – – Treat as Omen. Roll again disregarding Common/Uncommon results
2 R Ghost Ship – – – – – – – – See Ghost Ship
3 R Giant ( Storm) d4×20 1 15″ 15+2-7 7 7d6 L 55% –
4 R Giant (Cloud) d6 2 15″ 12+2-7 9-7 6d6 L 40% Hurl 2d12
5 R Green Slime d6 9 0″ 2 16 – S Nil Indistinguishable from a seaweed at ≥ 40′
6 R Hollyphant d3 -4 9″/42″ 8+8 10 d3/d3/d6 S(2′) Nil –
7 R Hydra, Sea 1 5 9″ 5-12 15-9 d6/d8/d10 L 20% d8+4 heads
8 R Ice – – – – – – – – Not warm. See Ice
9 R Narwhale –
10 R Octopus, giant d3 7 3″/12″ 8 12 d4×8 L 70% 25% pin arm
11 R Roc d2 4 3″/30″ 18 7 3d6/3d6 or 4d6 L 10% –
12 R Rocky shoals – – – – – – – – See Rocky Shoals/Collision
13 R Salt Water Termite (X7) d6+1 5 4 6″//18″ 15 d6 1′-5′ Ink causes paralysis, 1 Hull point / round for d6 rounds
14 R Shark, giant d3 5 18″ 10-15 9-7 4d4-6d6 L Nil Swallow
15 R Spiders, Giant (Marine) d8 4 12″ 4+4 15 2d4 L 70% –
16 R Squid, giant 1 7/3 3″/18″ 12 9 d6×12/5d4 L 40% Pin
17 R Triton d6×10 5 15″ 3 16 d8/w M 25% Leaders. Mounted.
18 R Whirlpool – – – – – – – – See Whirlpool
19 R Will-o-wisp 1 -8 18 9 12 2d8 S 5% 10% encounter  d3
1 V Dragon turtle 1 0 3″/9″ 12-14 9-8 2d6/2d6/4d8 L 5% Breath Weapon. Capsize
2 V Dragon, Cloud 1 0 or -3 6″/39″ 12-14 9-8 d10/d10/3d12/3d4 L 25% 5% Two.
3 V Elemental, Air 1 2 36″ 8/12/16 12/9/7 2d10 L – –
4 V Elemental, Water 1 2 6″//18″ 8/12/16 12/9/7 5d6 L – Capsize
5 V Giant, Frost d8 4 12 10+1-4 10-8 4d6 L 30% See AC10 – Iceberg
6 V Kal-Muru (Ship-bane) (X8) 10-60 4 12″(4″) 2* 16 d3/d3/d6 L – Create Fog, Confusion
7 V Kraken 1 5/0 //3″ (21″) 20 7 2d6x2/2d4x6, 5d4 L 75% Spell Use, Drag Under
8 V Maelstrom – – – – – – – – See “Depths of Despair”
9 V Nereid d4×20 10 12″ 4 15 – M 100% 95% undetectable. Blinding. Kiss.
10 V Seawolf, Greater 4d4 5 9″//27″ 9+2 12 3d4 | By Weapon L Nil Cold waters
11 V Seawolf, Lesser 3d6 6(7) 30″//12″ 2+2 16 2d4|d2/d2/d4 M Nil –
12 V Sirine 1 2 12″//24″ 4-7 15-13 By weapon M 30% In lair encounter 2-8
13 V Water Weird d3 4 12″ 3+3 15 0 L 50% Drowning
14 V Wereshark 1 0 12″//21″ 10+3 10 5d4 L 20% –

 

 

Sources: DMG, MM2, Gaz9,OSaS, OA1, X7, GA1.

 

Subtable – Dinosaurs

d100 Creature Encountered
01-15 Archelon ischyras
16-35 Dinicthys”
36-55 EIasmosaurus**
56-75 Mosasaurus**
76-00 Plesiosaurus**

“Encountered only in deep water, otherwise roll again.
**If encounter occurs in fresh water, it must be a warm climate or roll again.

Subtable – Islands

Islands have surrounding reefs 10% of the time that do 2-1 2 points hull damage to ships. There is a 20% chance they will put a hole in the ship (treat as ramming). 75% of all islands are mountainous. 85% of undiscovered islands will be deserted, otherwise roll below:

 

Roll   Mysterious Island
1 VR Floating Rock (Dungeon Magazine)
2 VR Needle (I11)
3 VR Castanamir (C3)
4 VR Wreck of Shining Star (Dungeon Magazine)
5 VR Triffids
6 VR Drums on Fire Mountain (X8)
7 VR Tamoachan (C1)
8 VR Crystal Caves (UK1)
9 VR Lizardmen Floating Island (Gaz 4)
10 VR War Rafts (X7)
11 VR Barrier Peaks
12 VR Sunken Atoll (OA1)
13 VR Secret Pirate Base (see X1, A3, or Three Flowers)
14-15 VR Roll again on this table (two island populations)

 

Subtable – Other Encounters  (MM2)

Roll Other Encounters
1 Floating Seaweed
2 Ghost Ships
3 Ice (see Iceberg)
4 Land Encounter (see Islands)
5 Omen
6 Reef/Shoals
7 Seaweed Bed
8 Shipboard Fire
9 Sunken Ship
10 Whirlpool / Maelstrom (see Whirlpool)

 

Floating Seaweed (MM2): Floating seaweed is a hazard and sometimes serves as a lair for creatures like sea hags. Any ship entering an area of floating seaweed is slowed by 50% and there is a 40% chance of its having another encounter while among the mass of sea plants.

Ghost Ships (MM2): Many ships have been lost at sea and on hidden rivers. These ships still sail, manned by undead sailors and commanded by the more powerful of their breed. A ghost ship can be any type of ship from galley to warship. On a percentile roll, the crew will be: 01 -40 = 10-40 skeletons; 41 -80 = 10-40 zombies; 81 -00 = 10-20 juju zombies. The commanding officers will be: 01-30 = 1-4 wights; 31-40 = 1-3 wraiths; 61 -80 = 1-2 spectres; 81 -95 = 1-2 ghosts; 95-00 = 1 lich. A ghost ship can be sighted in daylight and at night but will usually only attack at night, when the ship’s masters are at full power.

Iceberg (MM2): Ships can encounter ice floes in freshwater and icebergs in salt, the latter ranging from single mountains of ice to fields of 10-20 small ice mountains that continually break against each other and anything that gets in their way (10-16 feet in freshwater, 10-60 feet in salt). Ice does 1-6 points of hull damage for every round in contact with the ship. In addition, icebergs have a 10% chance of holing in the ship (treat as rammed; see “Ramming”). MM2

Land Encounters (MM2): Roll on the appropriate table for the terrain nearest the water. If not applicable, treat as no encounter.

Islands: Freshwater game can be found on islands, as can unfriendly creatures and tribesmen. Islands have surrounding reefs 10% of the time that do 2-12 points of hull damage. There is a 20% chance they will put a hole in the ship (treat as ramming).

Maelstrom (see Whirlpool): 10% of all whirlpools are Maelstroms.  Any ship within three miles becomes caught in the maelstrom’s grip unless its movement rate is 18″ or higher. These ships will enter the deadly vortex in d4 turns. Ships are dragged into the whirlpool at 1″ per round, cumulative (1″ the 1st round, 2″ the 2nd, 3″ the 3rd, etc.). A ship must exceed the speed of the flow to escape.

Omen: Half of all omens are good, and half are bad, adding ±5% to the crew’s morale. Examples of bad omens include: A bloody sea, a wounded or dead albatross, the sighting of a “phantom” ship, and cloud formations of sea monsters.

Reef/Shoals: Ships encountering a reef might run aground. See Collision.

Seaweed Beds (MM2): The underwater equivalent of surface seaweed, these beds are rooted to the sea floor and are from 30-300′ high. Vision is reduced to 10 feet in beds of seaweed, and there is a 30% chance of another encounter in the area.

Ship-Board Fire: Fire on a ship can be devastating.  Roll on the Burn Damage table for how much damage the ship takes before (and if) the fire is extinguished.

Sunken Ships (MM2): These victims of storms, ice, or hostile ships can be any type of ship. They often still bear their original merchandise and treasure and just as often have inhabitants, either new creatures moving in or remains of the original crew. On a percentile die the inhabitants are as follows: 01 -20 =carries merchant treasure (see “Man, Merchants”); 11-20 = no treasure; 21-60 = 2-24 lacedons from the original crew; 61-00 = other monsters (roll on main chart).

Whirlpool/Maelstrom (MM2, Gaz9): 90% are natural phenomena lasting d6 hours (see Maelstrom). The whirlpool is a trap for the unwary. 75% can drag down only small craft (50′ or less), while 25% can drag any size ship to the bottom. Ships are dragged into the whirlpool at 1″ per round, cumulative (1″ the 1st round, 2″ the 2nd, 3″ the 3rd, etc.). A ship must exceed the speed of the flow to escape. Otherwise, it will be dragged to the bottom in 6 rounds (see “Afanc”). Captains or helmsmen can attempt a Seamanship check at a -4 penalty once each turn to escape the maelstrom’s deadly pull. Ships that do not escape break apart in d6 rounds. Can be avoided with a successful Piloting roll. If not avoided successive rolls are at a cumulative -2 each hour. A ship still caught at the end of the duration takes 2d10 points of hull damage.

Income and Expenses

Trade Summary

  1. Arrive in port
  2. Harbor master
    1. Determine port entrance (d10 + 10 gp) fees and moorage fees (availability 80%, 1 gp/hull point/day or 5 gp at anchor)
    2. Pilot/towage, port of origin and next destination
  3. Determine Customs timing, appraisal, and taxes (if offloading cargo)
  4. Determine merchant interest in goods
    1. Determine how many merchants are available each week
    2. Determine sales price of goods
    3. Determine time to offload cargo (depends on moorage)
  5. Determine merchants with goods available
    1. Determine how many merchants are available each week
    2. Determine quantity of goods
    3. Determine time to load cargo (depends on moorage)
  6. Determine if merchant seeks transport for hire to specific destination (5% + 25% if solicited)
  7. If known destination, determine passengers seeking passage (2d4 – d4 ± 2 port size)
  8. Determine if passengers seek transportation for hire to specific destination (5%)
  9. Depart

The Cost of Doing Business

Sea travel is not without costs. Most ports charge a port entrance fee of 11-20 gp (depending on port size). 80% of the time a ship can find a moorage berth, at a cost of 1 gp / day / hull point. Ships that cannot find (or do not desire) a berth may anchor in the harbor for a flat 5 gp per day.

Representatives of the harbor master visit newly-arrived vessels to assess docking and other service fees. The representatives have the authority to quarantine or turn away undesirable ships. They can also require or provide pilots and/or towage at a cost of 1 gp per hull point, required for large ships through congested harbors. When inspecting an arriving vessel, the harbor master also asks its port of origin and the next destination. This information is posted at the port authority office.

Port entrance fee 10-20 gp
Moorage Berth 1 gp / hull point/day
At Anchor 5 gp / day
Piloting or Towage 1 gp / hull point

Cargo

Measuring a ship’s cargo capacity as “tonnage” derives from ships carrying barrels holding 250 gallons of wine (a tun). Cargo is determined by “loads”, defining one load as a half-ton of goods (10,000 cn). A 10-ton ship can therefore carry 20 loads of goods. Considering the load capacity for carts and wagons listed in WSG, one wagon can carry one load, a cart can carry one-half load, and a large wagon with many horses can carry 1.5 loads. The encumbrance of one crate equals 500 cns.

Where required, the value of one load can be calculated by determining one wagon’s worth of a particular good. Note that packing everything in crates adds more encumbrance than a wagonload of cabbages! A horse or cow consumes fodder weighing 200 cn / day; this feed takes up additional cargo space.

Port agents can be used as middlemen to ease process of the buying and selling of cargo. They have Appraisal and Bargaining skills of 10 + d8 + d4–1 proficiency bonus. They make 2d10 + 5% of the sale profits or purchase price, and remove the requirement for an available merchant at the cost of one level of demand.

Transport for Hire

In a merchant sailors’ guild, roughly 50% of the cargo is transported for hire. A variable amount is charged, based on volume, weight, and value of goods. 40% of the shipping fees go to the ship’s crew as shares; the remainder goes to the guild.

There is a 5% chance per port that a merchant will offer to hire a vessel for d12 cargo loads of goods to another destination (Type determined per Available Goods below). This chance increases by 25% if the crew actively solicits such work. A shipper typically charges 40 gp per ton (two loads) of cargo space per 500 miles, with a minimum fee of 100 gp, with no requirement to fill the hold. Normally half the payment is made in advance, with the remainder paid by the shipper’s agent upon arrival. Bonuses for early delivery and hazardous travel conditions are negotiable.

Consignment Trade

About 20% of guild shipping is carrying goods on consignment. The captain or guild representative sells the cargo for the best possible price, with 10-40% of the sale to the ship’s crew. There is some risk, but the merchant guild takes only 30% of the profit, so a good trade can put a large sum in the hands of captain and crew.

Cargo on Speculation

About 30% of guild shipping is speculative cargo bought and sold by the captains themselves, with 80% of the profit going to the ship’s crew as shares and 20% to the merchant’s guild. A ship owner engages in speculation typically takes 50% of the profits, with the remainder split in shares amongst the captain and crew.

A number of components determine profit for any shipping venture: value, distance, demand, perishable, and associated skills. While there could be a complicated tracking of specific cargos available and demanded at each port (wine, cotton, fish, etc.), a simpler system defines generic cargo with associated random elements to determine profits. As such, most transaction modifications are calculated at time of sale, not purchase. For those desiring a more granular system, the associated components can be tracked in detail instead of determined randomly.

Proficiencies modify various results. Failed Proficiency rolls will inversely affect the result if the failure roll is an odd number. If both parties have the proficiency, the change is the difference between the two parties.

Buying on Speculation

Merchants in each port will buy and sell cargo, but few merchants wait in a port. There will be d6 (± 2 depending on port size) merchants (potentially modified by the Charisma Reaction Adjustment) interested in transacting with the PCs. One half of the potential merchants are available the first full week in port, one quarter the second full week, and any remainder at one per full week.

To determine the Base Type of Available Goods from an individual merchant roll 3d6:

  • Base Type, Per Load: (≤ 5: 50 gp, Primitive), (6-8: 150 gp, Consumer), (9-12: 250 gp, Comfort), (13-16: 400 gp, Fine), (16+: 2,000 gp1, Precious)
  • Modified by port size (± 2)

A successful Appraisal roll adds 1 to the roll (representing purchasing higher-quality goods).

1The suggested value for monsters is 100 gp / HD, × 10 for each special or exceptional ability. Remember fodder space!

Each merchant can deliver only a limited quantity of goods on speculation. To calculate the number of loads available from any one merchant, roll 3d8:

  • Modify based on the port size (± 2)
  • Subtract the previous unmodified Base Type roll, minimum of 1.

A Bargaining check will modify the amount paid for the Base Type by 5% × the amount of success (max 25%).

Selling on Speculation

Merchant availability at the destination is calculated similarly. Interest in goods for a Base Type is calculated as 3d6, modified by Port Size (± 2) and Demand Modifier:

  • The Demand Modifier (3d6) (modified +4 with successful Trade proficiency):

3(-5), 4-5 (-4), 6 (-3), 7 (-2), 8-9 (-1), 10-11 (0), 12-13 (+1), 14 (+2), 15(+3), 16-17(+4), 18(+5)

The Sale Price of a Base Type is determined by using the Sale Adjustment Table. Roll 3d6, modified by:

  • No applicable proficiencies (Bargaining, Appraisal, Trade): -2
  • Successful Bargaining (also see Port Agent): +1
  • Successful Appraisal (also see Port Agent): +1
  • Precious goods: 10% of all precious goods will be Extraordinary (+4)
  • The earlier Demand Modifier (-5 to +5)
  • Distance (d6): Short (1-2, <80 miles, -1), Medium (3-5, ≤250 miles, 0), Long (6, >500 miles, +2), Extraordinary (>500 miles, +4)
    • Cargo can be perishable. If the distance traveled since the last transaction is greater than the distance rolled, 25% of the time 25% of the cargo will have perished for each additional unit of travel (medium, long, etc.) since last making port.
Sale Adjustment Table
3d6 Percentage of Base Price
3 30 percent
4 40 percent
5 50 percent
… …
16 160 percent
17 180 percent
18 200 percent
19 300 percent
20* 400 percent

* If the result is >20, roll an unmodified 3d6 again on the Sale Adjustment Table and add the results.

A Bargaining check will modify the Base Sale Price by 5% times the amount of success (max 25%).

Loading and Unloading

Unloading cargo will typically incur Customs costs. Cargo cannot be unloaded until inspected by Customs. Customs inspectors normally board within d6 hours. In a busy harbor or a place with lazy customs officials this could be as long as d20 hours. Customs officials generally have an Appraisal skill of 10 + d8. If a failure is on an odd number, the evaluation is low. The appraisal is off by 5% times the amount of failure. After evaluating a cargo the customs inspector assess a tax which can range from 1% to 100% of the goods’ determined value, with an average customs fee of 2d10 percent. See the Smuggling proficiency for avoiding Customs.

At a dock, five crew can unload one load of cargo (10,000 cns) per hour during daylight with reasonable weather conditions (provided the cargo is not particularly awkward). Adverse conditions can double or triple that time. Loading the ship takes 50% longer as the cargo must be carefully stowed and secured. If dock workers are available they can be hired for 2 sp per hour.3

Moving cargo to the shore in smaller boats increases loading and unloading time. At anchorage, it takes 75% longer to offload to a dock (one long boat required per five crew), and 150% longer if unloading to a beach. Rowing a loaded jolly boat through the surf additionally requires a Boating proficiency check for each round trip.

Passengers

There are typically 2d4–d4 passengers seeking passage at any port, ± 2 depending on port size at both port of origin and destination. Passengers are usually charged 20 gp per 500 miles traveled.

There is also a 5% chance per port visited that one or more passengers travelling together want to hire a ship to go to a destination of their choice. If this occurs, they desire to sail to the most remote port within 2d20 × 100 miles. If passengers hire a ship to go to the destination of their choice, first-class passengers pay as if they shipped enough to fill the cargo hold at 40 gp per ton (two loads) of cargo space for each 500 miles, with a minimum fee of 100 gp. A round-trip fee can be charged if there is no possibility of cargo at the destination. A ship can accommodate passengers equal to 20% of the standard crew complement. As a general rule, a ship can substitute one passenger for every load reduction.

On the High Seas

Governments issue letters of marque to harass an enemy’s shipping in war time and in peacetime to suppress piracy and smuggling. Once a privateer has captured a prize, it must bring or send the captured ship to a port in the country issuing the letter. There, a Prize Court determines if the prize was covered by the letter; if it was, the ship and its cargo are then auctioned. The government has the right to buy the ship for itself before auction. The privateer keeps 75% of the price of the prize, and the remainder goes to the government.

Proficiencies

Appraisal: The ability to figure out what something is worth, used to evaluate the worth of a cargo. The evaluation is low on an odd-numbered failure, and off by 5% times the amount of failure. Merchants typically sell for 10-40% more than appraised value, and buy at 10-40% below appraised value. Wisdom, -2 penalty.

Artillerist: Permits the operation of artillery (catapult, ballista) OR supervision of artillery construction. Required for use of catapult. To both operate and construct artillery, this proficiency must be selected twice. Any supervised person with appropriate material can construct ½ HP of equipment /day (maximum workers = ½ the HP of the finished product). An artillerist is a hireling (150 gp / month) trained in the operation of siege artillery. Intelligence, -2 penalty.

Astrology: Characters with the astrology proficiency gain a +1 bonus to all navigation proficiency checks, provided the stars can be seen.

Bargaining: The ability to get the best possible price for goods, services, or information. If Bargaining between two characters with the Bargaining proficiency, determine the difference between the two skills and multiply the difference by 5%. The superior bargainer improves the price or decreases the cost by the indicated price adjustment. Charisma, -2 penalty.

Boating: Permits normal usage of small craft. The boating proficiency is needed to guide a small boat (small boat, canoe or kayak) down a rapid stream and to reduce the dangers of capsizing a canoe or kayak. The chance of capsizing is reduced by 20% for each proficient character after the first. In a small craft containing no proficient characters, or one in which at least one non-proficient character is doing some of the work of rowing or sailing, the following penalties apply: the movement rates of small craft are reduced to 2/3 of normal; the chance of capsizing is increased by 25% in any situation where the chance is normally greater than 0%, to a maximum of 100%. Wisdom, +1 bonus.

Boatwright: Allows constructing all sorts of watercraft up to a maximum size of 40 feet long. The time period required to build a boat depends on its size. As a general guide, a boat requires one week of construction time per foot of length. Two characters with Boatwright proficiency cut this time in half; three reduce it to one third, etc. A maximum of one Boatwright per five-foot length of the boat can work on the vessel simultaneously.

The basic boat includes the hull, masts, deck, and benches as required. Additional features such as a cabin or sealed hold add about a week apiece to the construction time. Characters without Boatwright proficiency can aid the Boatwright in construction, but it takes two such characters to equal the time savings that one additional skilled Boatwright would provide. 2 slots, Intelligence, -2 penalty.

Customs Inspection: Provides the ability to detect Smuggling. Those who also have Smuggling gain an additional +1 bonus to Customs Inspection checks. Wisdom, -2 penalty.

Navigation (DRMG 107): The art of navigating by the stars, studying currents, and watching for telltale signs of land, reefs, and hidden danger. This is not particularly useful on land. At sea, a successful proficiency check reduces a chance of getting lost by 20%. A character with the Ship Sailing proficiency can attempt to Navigate with a -10 penalty. A character with only Boat Sailing skill is successful only on a die roll of 2 or less, and a character with none of these skills navigates correctly by mere luck on a roll of 1. Intelligence, -3 penalty [aligning average Intelligence with base of 40% from DRMG107].

Piloting (DRMG 107): Skill at directing a ship through a hazardous area (e.g., an icefield, lake with jutting rocks at irregular intervals, a reef, or a strong current which pulls ships into danger), and is specific to ship type:

  • Small boats: river boat, sailing boat, canoe, ship’s lifeboat, raft
  • Galleys: small galley, large galley, war galley, longship
  • Water vessels: Large sailing ship, small sailing ship, troop transport

A character with the Piloting skill also decreases the chance of capsizing by 10% and increases shearing attempts by +2. Wisdom, +1 bonus.

Sea Lore (Gaz 9, DRMG 107): This skill is similar to a bard’s legend lore, but deals with knowledge of nautical legends, such as recognizing the names of sunken ships and remembering their history, recognizing uncharted islands from rumors and reports of landmarks, identifying sea monsters and ghost ships, etc. Intelligence, -2 penalty.

Seamanship: The character is familiar with boats and ships, and qualified to work as a crewman (although he cannot actually sail or navigate). Crews of trained seamen are necessary to manage any ship, and they improve the movement rates of inland boats by 50%. Those with Seamanship will not be required to roll for success when aloft in the rigging under normal conditions, and can fight as normal. Select fresh or salt water. Dexterity, +1 bonus.

Ship Sailing: Character knows how to sail a ship. This skill does not give the ability to navigate. Intelligence, +1 bonus.

Ship Carpentry: Character can make common shipyard repairs, including masts, and can build boxes, barrels, and other containers. Intelligence, 0.

Shipwright (DRMG 107): See Boatwright. Character knows the arts of ship construction and can determine its quality with minimal inspection. The character is knowledgeable regarding techniques for ship construction and repair. He can design and build ships of all types, with a proficiency check only being required for an unusual feature. The character can perform routine maintenance on sailing vessels or galleys, including repairing sails and caulking the hull, without a proficiency check. A shipwright need not have other workmen to finish small vessels, but vessels of any size require large crews of shipwrights and other laborers to build or repair. 2 slots, Intelligence, -2 penalty.

Signaling: Those proficient know a common flag code and a common conch-horn code, and may pick up new codes.

Smuggling: A character with the Smuggling proficiency can avoid paying customs fees. Failure means a fine at 10× normal customs fees.  Those who also have Customs Inspection gain an additional +1 bonus to Smuggling checks. Wisdom, -4 penalty.

Trade: A character with the Trade proficiency is more likely to have goods demanded at the destination, and will modify the Demand ±2 with a Trade proficiency check. Wisdom, -1 penalty.

Underwater Combat: For surface dwellers. Suffer only -2 To Hit, and +2 to Initiative when underwater (weapon specialization will still not apply). Weapon Proficiency.

Vessel Identification (Gaz 9): Upon seeing a vessel, the character can judge things about it by her lines, rigging, and flags (if any). Use of this skill gives a good idea of the ship’s country of origin, its type, armament, speed, and crew compliment. Intelligence, 0.

End Notes (see also Bibliography)

1 Number scaled from Expert and Gaz 9 to AD&D based on a 5:1 difference in hull points.
2 Based off of 1e AD&D numbers.
3 Doubled due to the 20:1 ratio for silver in AD&D.

 

 

Appendix A: Siege Attack Values (Against Ships)

Source of Damage Hull Damage
Bigby’s Clenched Fist 1/round
Catapult, Light 4
Catapult, Heavy 6
Disintegrate 2
Fireball & Delayed Blast Fireball ½ per HD (if <5 HD) + Fire (if >= 5 HD)
Flame Strike 4 + Fire (see Hull Burn Table)
Gust of Wind (hostile) (10% chance / level of putting sailing vessel in irons)*
Horn of Blasting 18
Incendiary Cloud ½ per 6 hp damage done, Fire
Lightning Bolt ½ per HD (if < 8 HD) + Fire (if >= 8HD)
Meteor Swarm (2’ sphere) 3 each
Meteor Swarm (1’ sphere) 1½ each
Wall of Fire 2 + Fire (see Hull Burn Table)
Wall of Force As per collision
Warp Wood 1 (Level 5-9), 2 (Level 10+)
Sea Monsters (unspecified) 1 hull damage for each full 10 hp inflicted unless otherwise indicated

 

*A vessel in irons (as noted above) is temporarily out of control. How long the vessel stays in irons depends on how quickly the cause is remedied. For the loss of a mast or a poorly executed maneuver, the vessel is in irons for 5-30 rounds. Once in irons, a vessel has no control over its course, cannot fire its artillery, and does a fair job of imitating a sitting duck.

Appendix B: Potential Modifiers (Optional)

The following modifiers can apply to dice rolls when evaluating ship-to-ship movement and combat:

  -2 -1 0 +1 +2 Special
Crew Quality Green Average Trained Crack Old Salts [Wounded]
Crew Quantity  None Skeleton/Crowded Normal Enhanced Peak
Crew Morale  Afraid Nervous Normal Confident Fervent
Wind  Calm Light Breeze Moderate Strong Gale [Favorable]
Range Distant Long Medium Short Contact
Ship Size T (< 8’) S (8’-19’) M (20’-59) L (60’-100’) VL (100’+)
Ship Status Crippled Leaking Normal Good Advanced [Fire], [Sinking]
Movement  Slow Slower Same Faster Fast [Sailed]
Visibility  Foggy Hurricane Rain/Storm Cloudy/Twilight Clear [Darkness]
Maneuverability E D C B A [Rowed]

Crew Experience

Training: 6 months landlubber, then 1 year as green/scurvy rats. 50% will then advance to Average (Mates) in 6 months. Trained requires many long voyages at sea, typically on different craft, and experienced in combat. Crack crews are very specialized, for a specific crew, ship, and captain.

Appendix C: Random Notes on Seaworthiness (unused)

Of Ships & Sea, Fallen Stars

Damage: Light, Moderate, Heavy affects seaworthiness?

A ship can be sunk by failing a seaworthiness check (taking on water), or be destroyed through the loss of a hull points.

Seaworthiness rates the vessel’s relative stability in dangerous situations, notably storms, hidden shoals, extended voyages, huge monster attacks, and combat.  Whenever a ship is rammed, struck by catapult stones, pierced by a ballista shaft, or partially disintegrated, there is a chance the damage caused will be serious enough to cripple or sink the vessel. In combat, seaworthiness is checked on a Hull Smashed artillery Critical Hit, a Deadly Strike ram Critical Hit, a Ram Shatters on a critical failure, if a ship loses half its hull points, or if the ship is partially disintegrated.

Ships also makes Seaworthiness checks if sailing in a gale or storm, on entering coastal waters with hidden shoals, or when sailing in a fog.

Any time there is a chance of sinking, roll percentile dice. If the roll is equal to or less than the seaworthiness rating of the ship, the ship remains afloat (although bailing or repairs may still be necessary). If the roll is higher than the seaworthiness rating, the ship suffers a Critical Hit.

Ports and anchorages give a seaworthiness bonus of +50%. Thus, vessels at anchor are in little or no danger from a normal storm.

Hits reduce seaworthiness by 5%. Failure causes a Critical Hit. Each crew member less than the minimum reduces Seaworthiness by 5%.

In most civilized areas, 5 percentage points of seaworthiness can be replaced or repaired at a cost of 2,000 gp in 1d6 days by a crew of ten trained workers. Poor (or cheap) characters can repair ships themselves. A crew of five individuals, with the correct materials, can repair five percentage points in a month at sea.

Such repairs are just as good as the expensive ones, provided that at least one member of the crew has Shipwright proficiency. A successful proficiency check must be made for such improvised repairs to succeed.

S&S: A storm (worse than a gale) imposes a 15% penalty to Seaworthiness checks. Make one Seaworthiness check each day a gale or storm lasts. A ship that fails a seaworthiness check sinks in d10 hours. A roll of 20 (96%-100%) means the ship has capsized; the ship sinks immediately and escape by boat is impossible. All crew must save vs. death or be trapped in the wreck and killed.

Grounding happens when a ship enters coastal waters in fog, storm, or game. A failed Seaworthiness check indicates the ship has run aground. Ships that ground on a rocky coastline or coral reef sink in d3 hours. A natural 20 (96%+) indicates the ship splinters and sinks immediately in the jagged rocks of the coastline. The shop can be repaired and refloated after d6 days of work, bit all future Seaworthiness checks suffer a 15% penalty until properly repaired.

References

6TSR 2002, Dungeons & Dragons, Vol. 3: The Underworld and Wilderness Adventures, 1974 (pp. 28-34). [turning, movement]
Dragon Magazine, Issue 6, “Sea Trade in D&D Campaigns,” April, 1977. [trade]
TSR 2011, Dungeon Masters Guide [1e], 1979 (pp. 53-54, 58, 69, 108-110). [fire, trade, wind]
TSR 1012, Expert Rulebook [BECMI], 1981 (pp. X63-X64).
TSR 9062, U1: Sinister Secret of Saltmarsh [1e], 1981. [rigging combat, fire]
TSR 2016, Monster Manual II, 1983. [sea encounters]
TSR 1015, A Guide to the World of Greyhawk, 1983. [core weather]
Runequest, Gamemaster Book (3rd Ed, Avalon Hill), 1984. [ships]
✖TSR 9159, M1: Into the Maelstrom [BECMI], 1985 (Inside cover, p. 4). [Sea Machine]
Dragon Magazine, Issue 107 [1e], “For Sail: One new NPC,” March 1986. [NPC Mariner, drowning, navigation]
5Dragon Magazine, Issue 116 [1e], “High Seas,” December 1986. [hull damage, history, ship stats, maintenance]
TSR 2019, Dungeoneer’s Survival Guide [1e], 1986 (pp. 43-48).
TSR 2020, Wilderness Survival Guide [1e], 1986 (pp. 44-46). [trade, wind]
TSR9164, OA1: Swords of the Daimyo, 1986. [mutiny]
4TSR 9187, I11: Needle [1e], 1987. [ship stats, weapons, fire, grappling, repair]
✖TSR 9215, Gaz 4: The Kingdom of Ierendi [BECMI], 1987 (pp. 29-30, 35-36). [hex-based minis system]
✖Dragon Magazine, Issue 124 [1e], “Sailors on the Sea of Air,” August 1987. [skyships, gliders, mounts]
✖Dragon Magazine, Issue 130 [1e], “The Oriental Sea,” February 1988. [ships of the Orient, monster damage]
TSR 9236, Gaz 9: The Minrothad Guilds [BECMI], 1988 (pp. 14-15, 36-41). [weather, trade, navigation]
TSR 1049, SpellJammer: Concordance of Arcane Space [2e], 1989 (pp. 55-70). [weapons]
TSR1037, Dawn of Emperors, 1989. [Detailed Sea Machine combat]
TSR 1071, Rules Cyclopedia, 1991 [BECMI] (pp. 70-74, 89-90, 100, 115). [swimming, movement, proficiencies, trade, directions]
TSR 9321, Ravenloft: Ship of Horror, 1991. [hull damage, fire, ballistae]
Dragon Magazine, Issue 165 [1e], “Anchors & Arrows,” January 1991. [Battlesystem]
TSR 9346, Pirates of the Fallen Stars [2e], 1992 (pp. 96-110). [SpellJammer, crew status, proficiencies, Best Combat, trade]
✖TSR 1094, Champions of Mystara Designer’s Manual, 1993. [skyships]
TSR 2010, Player’s Handbook [2e], 1995. [ships, tonnage, swimming]
TSR 2100, Dungeon Master Guide [2e], 1995. [weather, ships, seaworthiness, directions]
TSR 2170, Of Ships and the Sea [2e], 1997. [encounters, seaworthiness]
✖Dungeon Master’s Guide [3e], 2000 (p. 150). [ships, aquatic encounters]
http://blogofholding.com/?p=6415 [naval combat system]
http://theosrlibrary.blogspot.com/2016/09/osr-pirates-ships-sailing-and-naval.html
Freight Cost in the English East India trade 1601-1657. Niels Steensgaard. 1965. Scandinavian Economic History Review, 13:2, 143-162. https://www.tandfonline.com/doi/pdf/10.1080/03585522.1965.10414367
Stormwrack [3.5e], 2005.
https://www.naval-encyclopedia.com/goodies-naval-encyclopedia/antique-ships/
https://www.5esrd.com/gamemastering/ships-and-sailing/ [careful maneuvering rules]
https://www.realmshelps.net/stores/ships.shtml [maneuvering rules]
https://bruce-heard.blogspot.com/2017/11/ShipMVrates.html [sailing speeds]

Another Dimension

Last Updated: 191127…210318

AD&D defines planar space in relation to the Ethereal or Astral plane. However, AD&D uses many words to define “other” dimensional space (non-dimensional, nonplanar, extradimensional, inter-dimensional, ultra-dimensional, non-spatial, non-space, nilspace), without clearly defining how those relate to the Astral and Ethereal. What’s the relationship (if any) between all of the different non-planar spaces? Let’s review various definitions of being somewhere other than “here”, to reach as close to a By the Book interpretation as possible:

  • Bag of Holding: non-dimensional space
  • Heward’s Handy Haversack: like Bag of Holding [non-dimensional space]
  • Deeppockets: extra-dimensional space where lost items end up in astral space (which is also defined as lost forever)
  • Saddlebags of Holding (Dragon #208): As Bag of Holding [non-dimensional space]
  • Girdle of Many Pouches: eight small pouches similar to a Bag of Holding [non-dimensional space]
  • Hat of Holding (Dungeonland EX1): extradimensional space
  • Bag of Devouring: “used by an extra-dimensional creature,” spitting contents out in non-space
  • Portable Hole: extra-dimensional hole opens to a particular non-dimensional space
  • Mirror of Life Trapping: non-spatial/extra-dimensional compartments
  • Well of Many Worlds: inter-dimensional device casting occupant to another world or plane
  • Rope Trick: “fastened in an extra-dimensional space”
  • Gate: ultra-dimensional connection between two planes
  • Mordenkainen’s Magnificent Mansion: extra-dimensional dwelling

Divination spells contact powerful extradimensional creatures. Invocations are dedicated to powerful extradimensional beings. Given that both generally contact a deity, and the deities are located on the Outer planes, extradimensional is defining space beyond the Astral. Rings that call upon extradimensional creatures use conjuration/summoning, which could either be from the Inner or Outer planes (elementals/demons). The MoP refers to legends of “a plane far beyond known routes on the Ethereal, the home of all the extra-dimensional creatures that we believe to be Bags of Holding and Bags of Devouring.” In other words, descriptions use “extradimensional” in relation to both Ethereal- and Astral-associated planes, and thus are not specific to one plane or the other.

Astral space is defined as having no extradimensional component. Spells using extradimensional space will not function on the Astral, or be accessible. Dragon #67 even cautions that certain devices that use extra-dimensional spaces will expand abruptly in Astral space so that the exterior of the container conforms to match its interior capacity (Bag of Holding, Portable Hole). The Outer planes on the other hand do have an extradimensional component, so spells that use nonplanar/extraplanar space (such as rope trick) function normally there. The MoP further clarifies that the Deeppockets spell uses extradimensional space and cannot be cast in the Astral plane, but will work on the Outer planes.

Extra-dimensional, non-spatial, and non-dimensional appear to be used interchangeably. More accurately, extradimensional and non-spatial are used to define space elsewhere, and non-dimensional refers to a specific discrete and unique space not associated with any other plane. With the exception of the Astral plane, it’s possible to reach extradimensional space directly regardless of the current plane.

An interesting point available for analysis is failures of the Bag of Holding and the Portable Hole:

  • The contents of a pierced Bag of Holding end up in the “vortices of nilspace.”
  • If a Bag of Holding is placed within a Portable Hole, a rift is torn to the Astral plane, and the bag and the cloth are sucked into the void and forever lost. Deeppockets also defines losing something to the Astral Plane as “lost forever”. In this context, the “void” is the rift to the Astral plane. [See my article on the Astral Plane for how one might go about finding them again.]
  • If a Portable Hole is placed within a Bag of Holding, it opens a gate to a [random] plane, and the ‘hole, bag’ and any creatures within a 10′ radius are drawn onto the plane, the Portable Hole and Bag of Holding being destroyed in the process.

Three different possible outcomes. For the first, the contents are destroyed. In the second, the contents are lost on Astral. For the third result the party itself is dragged along to parts unknown.

A Portable Hole is built from webs of a phase spider (Ethereal) with strands of ether and beams of Astral plane luminaries, and opens on its own particular non-dimensional space. If the Bag of Holding is towards the Ethereal and inner planes, and the Portable Hole is towards the outer planes (and Astral), that could explain the extreme results when you put the two together. The results must be similar to that of a violent ether cyclone, which creates temporary ruptures between the Astral and Ethereal, causing items to be lost forever to the vortices of nilspace. In rare cases it is likely possible to reach into nilspace (or non-dimensional space) from a second connection. This is likely the source of the items in Zadron’s Pouch of Wonders (Dragon #62), a sort of magical grab-bag inside which a great variety of magic items can be found.

A Different System for Hit Points

I alluded earlier to using a different system for hit points, which I used for almost 20 years before abandoning it. But I still like it.

The DMG says,

“It is quite unreasonable to assume that as a character gains levels of ability in his or her class that a corresponding gain in actual ability to sustain physical damage takes place. It is preposterous to state such an assumption, for if we are to assume that a man is killed by a sword thrust which does 4 hit points of damage, we must similarly assume that a hero could, on the average, withstand five such thrusts before being slain! Why then the increase in hit points? Because these reflect both the actual physical ability of the character to withstand damage – as indicated by constitution bonuses- and a commensurate increase in such areas as skill in combat and similar life-or-death situations, the “sixth sense” which warns the individual of some otherwise unforeseen events, sheer luck, and the fantastic provisions of magical protections and/or divine protection. Therefore, constitution affects both actual ability to withstand physical punishment hit points (physique) and the immeasurable areas which involve the sixth sense and luck (fitness).”

Towards that end, I built a revised hit point system to attempt to separate out the difference between that physical (body) ability, and the areas which involve sixth sense and luck (skill), supplementing but not replacing the entirety of the AD&D hit point system.

I. HIT POINTS (HP)
HPs are divided into physical BODY POINTS (BP), and skill/luck SKILL POINTS (SP). Hit Points <= CON + ½ LEVEL (rounded up) are considered BP, the remainder (if any) SP.

Damage is normally to SP first. However, hits by 5 or more than needed (or saving throw failure of 5 or more) are “Exceptional,” and inflict 50% of the damage directly to BP. If BP are reduced to <= 0, the PC falls unconscious, with an additional BP lost / round, although SP will be lost (at the rate of 1, 2, 4, 8, etc.) before decreasing the remaining BP.

In other words, a PC’s hit points remain the same, but are divided into two categories, Body (BP) and Skill (SP). Normal damage will do SP damage until all SP are gone, and then do BP damage until all BP are gone, and then the PC will fall unconscious. The end result is 100% identical to normal AD&D hit points unless hit by an “Exceptional” blow (a die roll 5 or more greater than required), in which case the damage goes directly to BP.

Let’s look at a few examples:

  • A 1st level fighter with 8 hit points and a Constitution of 16, has 8 BP, and no SP. However he gets hit, he will lose 8 hit points (all BP), drop to 0 BP, and be unconscious.
  • A 5th level MU with 21 hit points and a Constitution of 16, has 21 BP, and 0 SP. As he has no SP, however he gets hit he will lose BP until he drops to 0 BP and goes unconscious.
  • A 9th level fighter, with 62 hit points and a Constitution of 16, has 21 BP (Con + 1/2 level), and 41 SP. If hit by a normal blow (not by more than 5 needed to hit) for 11 points, he will lose 11 SP, and now have 21 BP/ 30 SP. The next normal blow for 15 damage would drop him to 21 BP / 15 SP. The next normal blow for 16 would remove 15 SP, and the remaining 1 damage would come off of Body, leaving him with 20 BP/ 0 SP. Damage would continue until he ran out of BP, and fell unconscious.
  • The same 9th level fighter, with 62 hit points, and a Constitution of 16, has 21 BP, and 41 SP. When damaged 24 points by an Exceptional blow (5 or more than required to hit), he would lose half from SP, and half from BP, and then have 9 BP / 29 SP. The next Exceptional blow for 24 points of damage would reduce the character to -3 BP/ 17 SP. In the following rounds he would lose 1 SP (-3 BP/ 16 SP), 2 SP (-3 BP/ 14 SP), 4 SP (-3 BP/ 10 SP), 8 SP (-3 BP/ 2 SP), 16 SP (-3 BP/ 0 SP), and then continue to bleed out 1 BP / round until reaching -10 and dying.

Under this system characters with low hit points are mostly unaffected. Characters with high hit points become vulnerable to attacks from a high roll that could reduce their BP to 0 before they run out of SP. Creatures with high hit dice need a lower roll to hit, and therefore are more likely to roll 5 or more needed to hit.

II. HEALING
BP will not heal naturally until the day after all SP heal. SP heal Character Level/day; BP heal (CON bonus+1)/day, max 3. Non-magical healing goes towards SP first. Magical healing always heals BP <=0 first.

Characters wounded only in Skill healed faster. The advantage to this is it accelerated the healing time for characters with a lot of hit points. Characters wounded in Body could health their Skill points rapidly and be back to adventuring with most of their hit points, but still be vulnerable to Exceptional blows.

C. Mage Spell Casting
Mages can overcast spells if they have used up all available spell slots, or are reading from a book. Overcasting causes 2 * (level of spell * d4) damage, subtracted half each from BP and SP.

We permit mages to “overcast,” trying to simulate that “moment of desperate need” where the mage casts the all-powerful spell, but only at great risk and peril to themselves. This damage started at 100% damage to body, but over time we adjusted that to half from BP and SP.

Extended Example: Fritz, a 6th level mage with 24 HPs, CON 8 (14 BP, 8 SP), and 8 BP of damage already, wants to cast Fireball (a 3rd level spell) desperately, but has used up his memorized Fireball. *WHOOSH* Enemies go up in smoke; Fritz takes 2 * 3d4 damage (for a total of 12), taking him to 2 SP, 0 BP. Fritz goes unconscious. The shock of going unconscious doesn’t kill him outright, and 2 rounds (and 2 SP) later, his BP start to drop at the rate of 1/round.

In the end, this system failed to be usable. One reason is that it didn’t come into play often enough. BP were initially defined as just Constitution, which ended up being excessively lethal. We changed it to Constitution + Level (which made it not lethal enough) before landing at Constitution + 1/2 level. Over time we correspondingly watered down the damage from Overcasting as well. The combination of those two changes removed any significant effect from the entire system. Because Exceptional damage went half to BP and half to SP, unless a character had more SP than BP (rare in every case but fighters at mid-level and higher), the system effect was primarily healing times.

Where I really saw the negative impact in play was in healing. Every time the party was recovering from a major fight, they struggled with applying healing appropriately. I’m not sure why (Heal SP first, then BP), but I eventually abandoned this system as a lost cause.

Spellcasting Mobility

Last Updated: 170901,…200608

A campaign with a dedication to the spell, Fly, can be very different. PCs who Fly add literally a 3rd dimension to the game. That dynamic extends beyond basic movement considerations to the specifics of casting spells while flying. So what restrictions are on spellcasting while flying? When not flying? In short (for those who don’t care about the why):

  • Spellcasters cannot cast spells unless stationary for the entire round. Exception: Flying characters can cast spells when moving slowly (<3″)
  • Spellcasters cannot cast spells when carrying someone (flying or otherwise)
  • Spellcasters cannot cast spells when being carried (flying or otherwise)

In short, spellcasters cannot cast spells when limited or restricted physically.

Spellcasters cannot cast spells when carrying someone, as casting is not possible when hindered:

  • PHB, p. 100: “Physical restraint, including grappling, grasping, binding, etc. prevents proper somatic spell completion, for gestures must be exact and movements free and as prescribed.”
  • DMG: “The somatic portion of a spell must be begun and completed without interruption in a clean, smooth motion. Spells cannot be cast while violently moving – such as running, dodging a blow, or even walking normally … Thus casting a spell requires that the figure be relatively motionless and concentrating on the effort during the entire course of uninterrupted casting … the caster cannot be crouching, let along prone, during casting. … a mere shove at any time can spoil the dweomer.”

Further insight comes from spellcasters’ inability to cast spells while walking, even though they CAN marginally cast spells while flying (“most spells can be cast when Flying while hovering or moving slowly (defined as 3”)). If the PC must be standing, and when not flying can’t be moving, then the whole body must be involved in the somatic casting process. Flying must mean the PC can move (slowly) but still gesture with your legs, since the legs are not involved in locomotion.

PCs can’t cast spells when riding a flying mount, or when on a Broom of Flying. Even a magic carpet, “the most stable of flying devices,” only permits casting when “hovering or moving slowly,” and a magic carpet is significantly more stable than being carried by someone else.

That begs the question of when is casting not possible in general for a normal caster? If a character has a backpack of gear? Certainly possible. If they have a backpack full of halfling? The right answer is to integrate encumbrance (which includes “bulkiness”) into the consideration of “hindering.” Encumbrance can be broken into (two different ways, great editing TSR):

  • None: Nothing of real import.
  • Normal (Light): carrying 35# of gear with no great bulk.
  • Heavy (Moderate): Armor and equipment up to about 70# or fairly bulky.
  • Very Heavy (Heavy): Armor and equipment of 105# and/or bulky
  • Encumbered (Severe): up to 150# and/or very bulky.

Extrapolating from encumbrance, given that some the multi-class PCs (Fighter/Magic-user) can cast spells in plate armor with backpack (45# + 40#), casting has to be possible into Very Heavy/Heavy category. Casting would only be restricted in the “Encumbered/Severe” category (which includes almost all cases of carrying someone), as the PC is too encumbered to be able to cast spells in a “clean, smooth motion.”

In the context of the Fly spell, I define lifting limits of Fly to that which a character can carry (150# from Appendix O, modified by Strength). Since a halfling weighing 60 lbs. can carry the same amount as a Barbarian weighing 300 lbs, average Strength (not size) is pegged to being able to lift 150#. While a character with an 18/00 Strength would be able to lift/carry 450# when flying, they still would be unable to cast spells (because of the limitations defining freedom of movement).

For the most extreme of cases, the character with an 18/00 Strength would (in most cases) be able to carry another PC, but that carried PC cannot cast spells while being carried.

There’s a reason why physical limitations on spellcasting are important. In a world where spellcasters cast spells with few physical restrictions, they become high-risk captives; the best solution would be to kill them and be done with it. Even if mages couldn’t cast spells when gagged, the risks would be too great. If tying them up (or restricting their movement) prevents them from casting spells, holding mages as captives becomes a more viable alternative.

Oops, I’m Ethereal

Last Updated:  200417

PCs are a lot less likely end up on the Ethereal plane unexpectedly compared to the Astral:

  • Flung into the depths of the Ethereal plane by a Vanish spell (objects only)
  • Plane Shift: Used to move an opponent to the Ethereal
  • Breaking a Staff of the Magi has a 50% chance of sending the mage to another plane of existence
  • Forced to regain physical form inside an existing object because a particular spell or potion has expired or a Dispel Magic has been cast upon the traveler
  • If Blink places the caster in a solid object, and a second check still places them within a solid object
  • Oil of Etherealness

However, having put together the information earlier on the Astral plane, it only made sense to go ahead and apply the same treatment to the Ethereal plane. Having already worked through the Astral, I had a template of what information might be missing (or contradictory). Using that, I did my best to resolve everything as close as possible to the 1e AD&D context.

Most current version: Oops I’m Ethereal.pdf

What’s Special about Alchemy

Last updated: 170513…201006

(This article has been supplanted by The Alchemy of Potions)

Potions may be made by any magic-user of 7th level or above, if he or she enlists the aid of an alchemist (q.v.). At levels above the 11th, such assistance is no longer mandatory, although it will reduce the amount of money and time the player character must spend making the potion by 50% of the compounding/infusing time normally required [above 11th level], as the alchemist will be so employed instead.

As PCs reach 7th level magic use, they approach the ability to create potions.  For my campaigns, most of the questions of item construction typically resolve by the party never having quite enough time to get anything done but leveling, but I still should understand how that works!

Until 12th level, PCs need to hire an alchemist to create potions. In the DMG, hiring an alchemist as an Expert Hireling requires hiring them for at least a year, and building a lab for them (200 gp to 1,000 gp + 10%/month maintenance). But what if the PCs just want to hire an alchemist short-term to work with their magic-user?

The Alchemist

The alchemist’s base rate of 300 gp/month is a good place to start for the costs of an independent contractor alchemist. A modern baseline for hiring a professional is at an hourly rate that is twice their normal salaried rate (where expenses are included in that rate). Our alchemist costs 300 gp/month salaried, which would be 600 gp/month as a contractor. Assuming a four-week month, and not counting potion materials, the alchemist will cost 150 gp / week or about 25 gp /day (and our average alchemist works on a weekly rate for any measurement in weeks, and a daily rate for work calculated in days).

If the alchemist is running his own lab, then the cost of the overhead on that lab needs to be reviewed when evaluating the cost of hiring him. “In order to begin manufacture of a potion (… made only one at a time), the magic-user must have a proper laboratory … [which] would cost between 200 and 1,000 gp … upkeep of the laboratory requires a further monthly outlay of 10% of the total cost of the place.” An alchemist’s lab, per Player’s Option: Spells and Magic (S&M), costs 65 gp/month rental for the floor space.  The 10% maintenance (to stock basic fuel and supplies, replace broken equipment, and so on) averages to another 60 gp/month. Average operating costs for an alchemist are 65 gp (rental) + 60 gp (maintenance), or 125 gp /month, 21% of his hourly rate, close enough to the operating expenses of an independent contractor to help validate the math.

The Formula

The DMG (p. 116) states that the cost and days for determining the formula for a potion is based on the experience point award of the potion, where each hundred xp (or fraction thereof) indicates 100 gp  and one full day of time to manufacture the liquid, i.e., 250 xp = 250 gp basic costs and 3 full days of time. The cost and number of days required to brew the potion once in possession of a formula uses the same figures. Contextually the suggestion is the cost for a PC. But what about hiring an alchemist, who needs to make a profit?

To hire an alchemist, a potion formula costs the XP value of the potion in gp (materials) + 150 gp/week (salary). The xp range of potions varies from 200 xp-1000 xp. Weighting the potion experience point values and costs by frequency, the average potion in the DMG is 367 xp or an average cost of 4 days: 400 gp (materials) + 100 gp (salary). But creation of the formula shouldn’t be guaranteed. Using S&M the chance of success is 6, with a -3 penalty, or 15%. Failure requires an additional full week (400 gp + 150 gp). It will on average take four tries to create a formula (.85×.85×.85×.85), making the average formula “value” of the average potion 2,150 gp (500 + 550 × 3). After the formula has been developed, it would not have to be researched again.

The Potion

The cost of creating potions is partially defined in the DMG:

“Both the cost in gold pieces and the days of compounding and infusing are determined by use of the xp award amounts. The xp for a given potion is the amount of gold pieces the magic-user must pay in order to concoct the [initial] basic formula (default to 200 gp). Each hundred or fraction thereof indicates one full day of compounding time to manufacture the liquid, i.e., 250 xp = 250 gp basic costs and 3 full days of time. Most important to the manufacture of a potion is the substance of its power, the special ingredient.”

While defining the basic cost of creating a potion, the DMG does not define the cost of the most important component—the special ingredient. While the obvious solution is that the adventurers gather the special ingredient(s) themselves, there’s the obvious correlation of the gold piece value of a potion and the special ingredient(s) required to construct it. There’s no ready way to figure that out with the data so far—let’s put a pin in that cost for the moment.

The DMG suggests a failure rate of 5%-20% can be assigned to all potion manufacture (resulting in a potion of delusion), but how to know exactly what chance a failure to assign?   S&M defines the chance of success with a formula as 70% + 2% / character level, -1% for each 100 gp of the cost. The character in question creating the potion is a minimum of 7th level, so an average 80% change of success is reasonable, which corresponds with the DMG’s 20% chance of failure plus an additional 2% chance of success for each PC level over 7th, -1% for each 100 gp of the potion cost as listed in the DMG.

What happens when upon failure to create a potion? The DMG suggests that these failures could be the source of the potion of delusion, but that’s uninteresting. The Potion Miscibility Table provides some guidance, and can be readily adapted if the wording is changed a bit (See also White Box: Men & Magic):

 

Dice Score Result

01 EXPLOSION! Those in a 10’ radius take 4-24 hit points, no save.
02-03 A poison gas cloud of 10’ diameter; all within it must save versus poison or die.
04-08 Mild poison which causes nausea and loss of 1 point each of strength and dexterity for 5-20 rounds, no saving throw possible.
09-15 Potion totally destroyed.
16-25 Potion ruined (potion of delusion).
26-35 Potion at 50% normal efficacy.
36-90 Ruined.
91-99 Potion has 150% normal efficacy (You must determine if both effect and duration are permissible, or if only the duration should be extended.)
100 DISCOVERY! The potion’s special formula will cause its effects will be permanent upon the imbiber with harmful side effects.

Weighting the potion xp values and costs by frequency, the average potion in the DMG is 367 xp, with an average gp value/sale price of 924 gp. Producing that average potion will cost 367 gp (materials) + 100 gp (alchemist, 4 days), for a net average profit of 457 gp, or 49%!  However, a few costs are as yet unaccounted for: we haven’t paid for the special ingredient; there’s a ~20% failure rate when creating potions; we haven’t included anything to represent the initial cost of creating the formula in the first place.

In summary so far:

Average cost to research potion formula: 367 xp for 4 weeks @ 100 gp / week (materials) + 150 gp/week (alchemist), with a 15% success rate, average 2150 gp and 5 weeks (technically 3 weeks and 4 days).

Cost to create potion:  For each 100 xp, 1 day and 100 gp (materials) + 25 gp/day (alchemist), average 467 gp.

Chance of failure: 20%, modified by 2% for each level over 7th, -1% for each 100 xp.

To figure out the value of the formula of the potion, I’m going to amortize the initial expense against the cost of creating the formula over a year. For our average potion, each attempt would take 4 days. Our alchemist can’t take time off in the middle of creating a potion, so if working 6 days a week in a 52-week year, our intrepid creator can only produce 1/week for 52 weeks. Taking into account the ~20% failure rate, 42 successful potions would be created in a year. If we amortize the cost of the formula creation over a year’s production (the life of adventurers and alchemists is short), the expense of 2,150 gp to create the formula amortized over the profits of those 42 potions available for sale is 51 gp/potion.

Assuming a 5% return on the investment, the cost formula becomes (assuming the 20% failure rate):

(Sales Price * 4) – ((Formula Cost + Material Cost + Alchemist Cost + Special Ingredient Cost) * 5) = 5% (Formula Cost + Material Cost + Alchemist Cost + Special Ingredient Cost)

OR

(924*4) – (51 + 367 + 100 + Special Ingredient)*5 = .5% * (51 + 367 + 100 + Special Ingredient)
3696 – (518+Special Ingredient)*5 = .05* (518 + Special Ingredient)

20*3692 – 100(518 + Special) = 518 + Special

73840 – 100(518 + Special) = 518 + Special

73322 – 100*(518 + Special) = Special

73322 – 51800 – ( 100 × Special )  = Special

21522 – (100 × Special )= Special

22522  = 101 Special

Special Ingredient = 223 gp

223 gp is 24% of the potion’s average sale price of 924 gp, providing an average value of the special ingredient (or ingredients) purchased in any potion created: 24% of the sale price (average 231 gp).

The ingredient cost can be used to determine the street value of potion components were the party to get into the business of selling potion components. Assuming a 50% markup before being purchased by a wholesaler selling alchemical components, an average potion’s raw special component(s) is worth roughly 152 gp.

Final results for creating a potion, with the help of an alchemist in his lab:

Average Cost to research formula: 4 weeks @ 100 gp / week (materials) + 150 gp/week (alchemist), average 2,150 gp.

Cost to create potion, assuming a 5% profit margin for the alchemist who created the potion: xp value in gold + 24% of the sale price of the potion (special ingredient) + 25 gp/day (alchemist). Takes 1 day / each 100 xp of potion, average cost 688 gp.

Chance of failure for each potion: 20%, + 2% for each level over 7th level, -1% for each 100 xp.

Other math, such as how much are the costs if the PCs create the formula, or provide their own ingredients, should be readily calculable using the above assumptions.

Extending that data to components required for other magic items, a baseline of ~24% of the cost of magic item creation is the materials.

Appendix

It’s also worth noting that Dragon #130 has an extended article on the Alchemist class, which divides the potions into “levels” for a different method of determining the cost of the potion formula. The article includes other suggestions, such as: an expanded list of special ingredients for particular potions; a different Failure Table; a much higher rate of potion creation (one level of potion/day per alchemist level); and limiting the level of potion creation by the level of alchemist.

Previous versions of the Alchemist class are included in Dragon issues #2, 45, and 49. Dragon #2 (1976, D&D) also ranks the potions by level and a methodology to determining time and cost to produce. Dragon #45 suggests a detailed methodology for potion identification. Dragon #49 lists various ways failed potions could adversely affect the user, and also suggests that substituting special components with an increased rate of failure.

Dragon #2, 1976 (D&D)
Lists potions by level of difficulty to create.
Potions require 200 gp + 1 week/level of potion to produce.
Research costs are the same as that for a MU researching spells.
40% more likely to create a potion formula with an example.
Lists potions by level, and several new potions.

Dragon #45, January 1981
Specialist alchemists.
Monthly salary of 30-120 gp + 10,000 gp for the lab.
Potion identification costs 100-150 gp/day, identifying potions at xp/100 hours) with ~95% accuracy.

Dragon #49, May 1981
Lists potions by difficulty to create.
Alchemists as a spell-casting class.
Substituting ingredients increases chance of failure.

Dragon #130, Feb., 1988. “Better Living Through Alchemy. Poison and Potions: The alchemist NPC class”
Lists potion special ingredients

Player’s Option:  Skills & Powers, 1995.
Alchemist

Player’s Option: Spells & Magic, 1996.

Oops, I’m Astral

Last Updated: 191207…221228

Every so often, players do something that suddenly introduces the PCs (and potentially the DM) to the Astral Plane. There are a number of events that can abruptly bring an adventurer (or their belongings) to the Astral plane to the surprise of the GM and players alike:

  • Dimension Door: If the magic-user arrives in a place which is already occupied by a solid body, he or she remains in the Astral plane until located by some helpful creature willing to cast a Dispel Magic upon the person, for he or she is stunned and cannot successfully perform any spell casting.
  • Duo-Dimension: The magic-user has a portion of his or her existence on the Astral plane when the spell is in effect, and he or she is subject to possible notice (1 in 20) from creatures on the Astral plane (see Appendix C in the DMG). If noticed, it is 25% probable that the magic-user will be entirely brought to the Astral plane by attack from the astral creature.
  • Word of Recall: For each plane that the cleric is removed from the plane of his or her designated sanctuary, there is a 10% cumulative chance that the cleric will be lost in the intervening Astral spaces.
  • If a Bag of Holding is sundered or destroyed because it failed a saving throw the contents are drawn into the Astral plane.
  • If a Bag of Holding is placed within a Portable Hole, a rift to the Astral plane is torn in the space, and the bag and the cloth are sucked into the void.
  • If Deeppockets expires while there is material within the enchanted pockets, or a Dispel Magic is cast upon the enchanted garment, the wearer must make a saving throw versus spell. Failure indicates the material in those pockets has gone from extra-dimensional space to the Astral plane.
  • If a spell caster detects a nearby astral viewing point into his plane, he may affect the viewers by a Dispel Magic. The chance of success is 50% plus [or minus] the difference between the caster’s level and the viewer’s level. If the Dispel succeeds, those viewers within 10 yards are sucked through the pool and into the caster’s plane.
  • Plane Shift: Used to move an opponent to the Astral.
  • Caught in an Ether Cyclone on the Ethereal Plane: Save versus magic or the party is blown to the Astral plane.
  • Caught in a Sphere of Annihilation–Gate cataclysm that throws those within 18” into another random plane.
  • The violet color on the prismatic spray/wall/sphere will transport to another random plane.
  • Breaking a Staff of the Magi has a 50% chance of sending the mage to another random plane.

Unfortunately, there’s a lot of different, scattered, incomplete, and often contradictory resources on the Astral plane – it’s a lot of complicated information to reconcile if your party suddenly arrives!

I created a guide which should include a working summary of everything a DM will need to know to run a quick adventure on the Astral Plane.  How do PCs get there? How do they move and fight? How do encounters work? Included also is a extended Random Encounter table created by consolidating monsters across resources (MM, FF, MM2).

Most current version: Oops I’m Astral.pdf

Random Encounter Calculator: Matic-Astral.xlsx

Enjoy!

All Inn

Last updated: 200704

PCs in one of my campaigns recently acquired an inn. So what’s it cost to run and maintain an inn for the AD&D universe? How much money could the PCs make? One study of real-world services showed that full-service restaurants at all levels spent about 33% of each dollar on the cost of food and beverages, 33% on wages, and from 5-6% on restaurant occupancy costs. Hotels also spend roughly 33% on wages and 6% on occupancy. Energy costs are around 6%. Net profit margins on restaurants vary around 3%, and hotels vary around 5%, so when performing calculations the net profit should be about 4%. How can we extrapolate this to the AD&D world?

I reviewed the inns from a variety of modules (T1-4, N2, L2, N1) for food costs, number of rooms, and occupancy. For the average inn, averaging everything (meaning there could be better or worse, using a combination of mean and median):

Restaurant Revenue
Breakfast: 1 sp
Lunch: 3 sp
Dinner: 5 sp
Ale: 1 sp
Average number of customers at any one time: 10

Assuming 2 hours of breakfast, lunch, and dinner, turnover every hour, plus bar for 6 hours: (2*10*1 sp)+(2*10*3 sp)+(2*10*(5 sp+1 sp))+(1 sp*10*6*2) = 20 sp +60 sp +120 sp +120 sp = 300 sp / night, or 9,000 sp / month.

Room Revenue
Private room (8 rooms): 2 gp each
Dorm room (12 beds): 10 sp each
Occupancy: 50%
Each night 4*2 gp + 6*10 sp = 220 sp, or 6,600 sp / month.

Gross Income
9,000 sp/month (restaurant) + 6,600 sp/month (rooms) = 15,600 sp/month.

Staff Expenses  (per month)
Innkeeper: 100 gp/level (Level 2)
Cook: 1@10 gp
Barkeep: 1@5 gp
Serving Wenches: 2@2 gp
Potboys/scullions/maid: 3@1 gp
Stableman: 2@1.5 gp
200+10+5+2*2 + 3*1+2*1.5= 225 gp/month or 4,500 sp/month staff expense. That’s 29% of the month income of 15,600 sp, tolerably close to the anticipated 33% of 5,148 sp, indicating that the staffing estimate calculated by AD&D expenses is at least in the right ballpark!

Expenses

Food cost of 33% of food sales
Staff cost of 33%
Occupancy Cost (rent) of 6%
Taxes/tithes/duties/graft/licensing of 10%
Repair/replacement/renewal of 10%
LHF (Light/Heating/Fuel) of 6%
Sales and marketing of 6%
Miscellaneous cost of 6%

Or 15,600 sp – 3,000 sp (food) – 12,012 sp (77%) = 588 sp profit (4%) each month.

The profit margin can adjust by varying those expense values, but a better adjustment is to adjust the income parameters, so that profit remains around 4%.

What if the owner should choose to sell?  Well, a well-established business typically sells for a multiple in the range of two to four times annual adjusted net income. A one or two multiple, on the other hand, would be associated with an enterprise in which the buyer assumes greater risk. Since the average business sells for one to five times the adjusted net income, should the owner of an inn choose to sell, it would return a sale price of 1-5 times the annual profit, based on the stability of the local market.

https://www.quora.com/What-are-some-of-the-biggest-expenses-in-the-hotel-business

Population

Last Updated:  170401…200704

I use Mystara as the basis of my campaign world. Overall population of the Grand Duchy is about 621,400 people, including 537,800 humans, 41,900 demi-humans, 36,050 humanoids, and 5,650 other creatures (taking into account only the races who are represented by not less than 100 members in the country). When the PCs seek assistance (such as finding a cleric of high enough level to cast Raise Dead), how many people in the Kingdom are leveled characters to aid them?

Using the framework provided by the DMG, on average 1 in 100 of the human (and half-orc) general population are suitable for level advancement (other races have an incidence of 1 in 50). The base NPC population is defined as 44% Fighter, 20% Cleric, 20% MU, 15% Thief, and 1% Monk, or:
35.2% Fighters
17% Clerics
17% Magic-users
12.5% Thieves
4.4% Paladins
4.4% Rangers
3% Druids
3% Illusionists
2.5% Assassins
1% Monks

Assuming a baseline 600,000 pop, 1 in 100 is leveled, or 6,000 people have levels in the kingdom. Assuming level ratios roughly match experience points (XP), the number at each level would halve, so:

3,000 are level 1
1,500 are level 2
750 are level 3
375 are level 4
188 are level 5
94 are level 6
47 are level 7
24 are level 8
12 are level 9
6 are level 10
3 are level 11
2 are level 12
1 are level 13

Reversing that math, for our 600,000 population:
1 in 200 are level 1
1 in 400 are level 2
1 in 800 are level 3
1 in 1,600 are level 4
1 in 3,200 are level 5
1 in 6,400 are level 6
1 in 12,800 are level 7
1 in 25,000 are level 8
1 in 50,000 are level 9
1 in 100,000 are level 10
1 in 200,000 are level 11
1 in 400,000 are level 12
1 in 800,000 are level 13 (Note of our 600,000 population)

Out of 6,000 leveled people:

2,640 fighters, (264 rangers, 264 paladins)
1,200 clerics (200 druids)
1,200 magic users (200 illusionists)
900 thieves (150 assassins)
60 monks

So there are 94 people (approximately 100) in all of Karameikos that are level 6:

44 fighters (including 4 rangers and 4 paladins)
20 clerics (of which 3 are druids)
20 magic users (of which 3 are illusionists)
15 Thieves (of which there are 2 assassins)
1 Monk

If factoring in the actual class XP tables instead of just level, you get a slightly different ratio (although it doesn’t start to change until 3rd level, and doesn’t change much after that). Taking into account the XP tables, for the approximately 100 people in Karameikos that are level 6:

43 fighters (5 rangers and 5 paladins included)
20 clerics (of which 4 are druids)
20 magic users (of which 4 are illusionists)
15 Thieves (of which there are 3 assassins)
1 Monk

So the level 9 cleric the party is seeking? Well, there are 12 level 9 NPCs (and they aren’t all necessarily good guys!):

3.17 level 9 fighters
1.53 level 9 clerics
1.53  level 9 magic users
1.125 level 9 thieves
.4 level 9 paladins
.4 level 9 rangers
.27 level 9 druids
.27 level 9 illusionists
.225 level 9 assassins
.09 level 9 monks

The numbers above for 1 in 100 are for leveled characters in general, and aren’t quite right at the higher levels (not enough monks and druids, for example). Most of those leveled NPCs will be in a situation where they are currently satisfied with their lot in life. When considering henchmen, on average only 1 in 10 of those leveled NPCs are interested in offers of employment. In areas of active adventuring, that could be as favorable as 1 in 2. In a settled and staid area that incidence could be as low as 1 in 50.

These population numbers normally shouldn’t include those that are actively adventuring (which would include the PCs). Those of high level would, likely, concentrate in cities except for those who are reclusive (clerics in town, MUs out of town except where there’s a school or something, for example).